Editing Mewtwo (SSBU)

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|availability = [[Unlockable character|Unlockable]]
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|tier = D+
|ranking = 66
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'''Mewtwo''' ({{ja|ミュウツー|Myūtsū}}, ''Mewtwo'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. It was officially revealed on June 12th, 2018 alongside {{SSBU|Meta Knight}} and the rest of the returning roster. Like in ''[[Super Smash Bros. Melee]]'', Mewtwo is once again an unlockable character. Mewtwo is classified as [[Fighter number|Fighter #24]].
REMINDER: Our Manual of Style states that all Pokémon are to use gender-neutral pronouns.
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'''Mewtwo''' ({{ja|ミュウツー|Myūtsū}}, ''Mewtwo'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. It was officially revealed on June 12th, 2018 alongside {{SSBU|Meta Knight}} and the rest of the [[veteran]]s. Like in ''[[Super Smash Bros. Melee]]'', Mewtwo is once again an unlockable character. Mewtwo is classified as [[Fighter number|Fighter #24]].


{{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.
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.
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 most of its major representation coming from {{Sm|WaDi}} prior to his leave from competitive play.


==How to unlock==
==How to unlock==
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==Attributes==
==Attributes==
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Mewtwo fills many archetypes and, despite being relatively large with a slew of powerful moves, is actually a [[weight|lightweight]] fighter. Mewtwo's overall mobility is outstanding: its [[walk]]ing, [[dash]]ing, and [[air speed]]s are among the fastest in the game, and its [[double jump]] is the highest in the game. Aside from these attributes, Mewtwo has average [[falling speed]], above-average [[traction]], and below-average [[gravity]].
REMINDER: Our Manual of Style states that all Pokémon are to use gender-neutral pronouns.
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Mewtwo is a large, tall fighter with a slew of powerful moves, but it is actually a [[weight|lightweight]] fighter (tied for 7th lightest in the game with {{SSBU|Kirby}}, {{SSBU|Pikachu}}, {{SSBU|Olimar}}, and {{SSBU|Sephiroth}}). Despite its size, Mewtwo's overall mobility is outstanding: it has above-average [[traction]], the 20th fastest [[walk]]ing speed, the 9th fastest [[dash]]ing speed, is tied (with {{SSBU|Bowser}}, {{SSBU|Marth}}, {{SSBU|Lucina}}, and {{SSBU|Lucario}}) for the 6th fastest initial dash, and has the 3rd fastest [[air speed]] in the game. Mewtwo has a low initial [[jump]], but its short hop is rather high and its double jump is the highest in the game (albeit delayed); additionally, Mewtwo has average [[air acceleration]] and [[falling speed]] with below-average [[gravity]]. Given these attributes, Mewtwo falls squarely into the glass cannon category and must use its uniquely fast mobility to land devastating blows while avoiding close-quarters combat where its size – particularly its notoriously vulnerable tail – and light weight can become a liability.


Mewtwo's overall damage output is very high, especially in regard to its grounded moves. [[Neutral attack]] is a fairly disjointed [[neutral infinite]] that can regularly rack up 20% or more damage if the opponent is caught at close range, but it is unsafe on shield. [[Forward tilt]] is a strong tail swipe with good range and a sweetspot that can KO reliably at high percentages while near the edge, but it has moderate start-up and ending lag. In addition to its deceptively high power, it can also be angled to serve as a niche anti-air or ledge-hanging punish option. [[Up tilt]] is an overhead tail swipe with generous range around Mewtwo's entire body and its large but brief sweetspot (located directly in front of Mewtwo) launches opponents up and toward Mewtwo, making it an excellent combo starter in neutral. [[Down tilt]] is a low tail sweep boasting relatively low ending lag, quick start-up, and good grounded range while launching opponents at mostly vertical angles. This makes it a great neutral and combo tool, comboing into all of Mewtwo's aerials and up tilt if the opponent is hit at close range. While down tilt is technically unsafe on shield, its overall quick speed and long range make it difficult to punish if an enemy reacts too slowly.
Mewtwo's overall damage output is very high, especially in regard to its grounded moves. [[/Neutral attack|Neutral attack]] is a fairly disjointed [[neutral infinite]] that can regularly rack up 20% or more damage if the opponent is caught at close range, but it is unsafe on shield. [[/Forward tilt|Forward tilt]] has good range and a sweetspot that can KO reliably at high percentages while near the edge, yet also has noticeable start-up and punishable ending lag. In addition to its deceptively high power, it can also be angled to serve as a niche anti-air or edge-hanging punish option. [[/Down tilt|Down tilt]] boasts relatively low ending [[lag]], quick start-up, and good grounded range while launching opponents at mostly vertical angles. This makes it a great neutral and combo tool, comboing into all of Mewtwo's aerials and up tilt if the opponent is hit at close range. While down tilt is technically unsafe on shield, its overall quick speed and long range make it difficult to punish if an enemy reacts too slowly.


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|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 throw out in neutral, due to it having the most amount of startup among all of Mewtwo's smash attacks and being one of few down smashes in the entire game to only hit on one side. In contrast, [[/Up smash|up smash]] has the quickest startup 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 kit.


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.
[[/Forward smash|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), 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 speed to move in and punish mistakes using these moves, making it necessary for high-level players to recognize when to approach offensively.


[[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.
Mewtwo's aerials are some of the best in the game, with generally quick startup, low landing lag and great power. [[/Forward aerial|Forward aerial]] is a safe poke when spaced on landing, low percent combo starter and KO option. [[/Neutral aerial|Neutral aerial]] consists of multiple hits, 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 him to safely escape pressure (compared to committing to a laggy up smash). Though his forward and neutral aerial are fast and threatening, they lack range and are only slightly disjointed. This makes Mewtwo's approach game with these moves significantly weaker against opponents that have good range or fast anti-airs.


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. When fully charged, it also becomes a reliable KO move at high percents, and deals decent [[shield]] damage for good measure. 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]]s, [[B-reverse]]s, Shadow Ball cancels and turnaround specials to make its movement even more tricky, improving its baits and punishes. However, it has a decent amount of startup, making it risky to use at close range. Its [[side special]], [[Confusion]], is a command grab with a very large grabbox that doubles as a somewhat slow but very active [[reflector]] and can be used for combo setups, though alert opponents can react out of it before Mewtwo below a certain amount of damage.
[[/Back aerial|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 easily be beaten by disjoints, cannot reliably hit close to ground at any height, and leaves Mewtwo's tail very vulnerable if it whiffs. As a result, it cannot fulfill the role of giving Mewtwo good effective range in the neutral game. [[/Down aerial|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, and can also serve as a situational low to mid percentage combo starter.


Mewtwo's [[down special]], [[Disable]], is a risky option in most situations due to its start-up, high ending lag and its requirement that the opponent be within a very short distance away while also facing Mewtwo on the ground for it to work. However, if landed at mid to high percentages, it more often than not leads to a guaranteed stock by allowing Mewtwo to punish the opponent with any option that will KO, such as with Down Smash or a charged, upward-angled Forward Smash. It additionally has intangibility frames before the attack comes out, making it easier to beat out poor grounded approaches with while also ensuring that Mewtwo will not stun the opponent while simultaneously taking a hit, and serving as a very niche defensive option in the air.
Mewtwo's [[/Neutral special|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. When fully charged, it also becomes a reliable KO move at high percents, and deals decent [[shield]] damage for good measure. 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]]s, [[B-reverse]]s, Shadow Ball cancels and turnaround specials to make its movement even more tricky, improving its baits and punishes. However, it has a decent amount of startup, making it risky to use at close range. Its [[/Side special|side special]], [[Confusion]], is a command grab with decent range that doubles as a somewhat slow but very active [[reflector]] and can be used for combo setups, though alert opponents can react out of it before Mewtwo below a certain amount of damage.


Mewtwo also possesses a strong [[grab]] game. Its [[up throw]] and [[back throw]] are both among the strongest in the cast, while [[forward throw]] is excellent at racking up damage at low percentages and possibly killing near the ledge at higher percentages. Mewtwo's [[down throw]] has respectable combo potential: it can combo into upward angled forward tilt and up tilt (depending on the opponent's DI) at low percentages, and into forward aerial at medium percentages, with the latter also being a reliable KO combo on the majority of the cast at high percentages if they fail to DI properly. Mewtwo's grab range is only slightly above average which can sometimes hurt the utility of its throws in close-quarters combat or out of shield, but its dash grab is relatively quick and has great range due to Mewtwo's very fast dashing speed, making it useful as a surprise burst option.
Mewtwo's [[/Down special|down special]], [[Disable]], is a risky option in most situations due to its start-up, high ending lag and its requirement that the opponent be facing Mewtwo on the ground for it to work. However, if landed at mid to high percentages, it more often than not leads to a guaranteed stock by allowing Mewtwo to punish the opponent with any option that will KO. It additionally has intangibility frames before the attack comes out, making it able to beat out poor grounded approaches and serve as a very niche defensive option in the air.


Due to Mewtwo's varied attributes and [[special moves]], its [[recovery]] potential is arguably the best in the game. Its combination of having the 3rd fastest air speed, the highest double jump in the game, low gravity and average falling speed give it great longevity and mobility off-stage. [[Teleport]], its primary recovery move, covers a long distance and provides full intangibility and directional mobility, making it nearly impossible to [[edgeguard]] if Mewtwo chooses to teleport to the edge from above. Furthermore, two of its other special moves offer a form of assistance with recovery: a fully charged Shadow Ball's recoil can push Mewtwo back far enough to be a viable horizontal recovery option if aimed away from the stage, and [[Confusion]] can turn it around, temporarily stalls it in the air when used once and can be combined with the momentum from a rising double jump when used twice to go even higher. With these options, Mewtwo has many ways to mix up its recovery and get safely back on-stage, while still being able to punish reckless edgeguarders with its powerful and long ranged up and back aerials without losing recovery distance.
Mewtwo also possesses a strong [[grab]] game. [[/Up throw|Up]] and [[/Back throw|back throw]] are both among the strongest in the cast, while [[/Forward throw|forward throw]] is excellent at racking up damage. Its [[/Down throw|down throw]] has respectable combo potential: it can combo into upward angled forward tilt or up tilt at low percentages, and into forward aerial at mid percentages, with the latter also being a reliable KO combo on the majority of the cast at high percentages if they fail to DI properly. To counteract this, however, Mewtwo's grab range is fairly average overall, which can sometimes hurt the utility of its throws in close-quarters combat or out of shield. In comparison, its dash grab is relatively quick and has great range due to Mewtwo's very fast dash speed, making it a good surprise burst option.


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; this is especially evident with up smash, as using it at the right time can prevent any [[stall-then-fall]]s. Forward smash can be angled up or down to catch an airborne opponent or to edgeguard low recoveries, respectively. Mewtwo's 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.
Due to Mewtwo's varied attributes and [[special moves]], its [[recovery]] potential is arguably the best in the game. Its combination of having the 3rd fastest air speed, the highest double jump in the game, low gravity and average falling speed give it great longevity and mobility off-stage. [[Teleport]], its primary recovery move, covers a long distance and provides full intangibility and directional mobility, making it nearly impossible to [[edgeguard]] if Mewtwo chooses to teleport to the ledge from above. Furthermore, two of its other special moves offer a form of assistance with recovery: a fully-charged Shadow Ball's recoil can push Mewtwo back far enough to be a viable horizontal recovery option if aimed away from the stage, and [[Confusion]] can turn it around, temporarily stalls it in the air when used once and can be combined with the momentum from a rising double jump when used twice to go even higher. With these options, Mewtwo has many ways to mix up its recovery and get safely back on-stage, while still being able to punish reckless edgeguarders with its powerful and massive up and back aerials without losing recovery distance.


To compensate for its large size, Mewtwo is granted with  traits and unique defensive options that allow him to escape pressure. Its forward and back rolls have among the longest traveling distances in the game, making them deceptively effective for movement compared to those of other characters of similar size. Its [[edge attack]] has among the longest ranges out of the roster, allowing it to punish ledgetrapping attempts. All of its air dodges render it invisible; combined with its fast air speed and moderate air acceleration, Mewtwo can play mind games with its aerial drift while invisible. Offstage, Mewtwo's incredibly long-distanced recovery enables it to use air dodges and safely recover in situations when many other fighters wouldn't. In addition, using a neutral air dodge immediately after using Mewtwo's double jump causes it to immediately gain height while maintaining intangibility and invisibility, making it useful to mix up opponents in the air. Mewtwo's Teleport travels a significant distance and can be used very quickly out of shield (frame 9 intangibility) as a long-ranged evasive maneuver, allowing it to gain more favorable stage positioning and space from aggressive opponents – especially when teleporting off of platforms to avoid pressure. And though it is brief, Disable provides intangibility frames just before Mewtwo emits the light from its eyes, giving it niche defensive use with good timing even in the air where the projectile cannot be [[Priority|clanked]] with.
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; this is especially evident with [[/Up smash|up smash]], as using it at the right time can prevent any [[stall-then-fall]]s. [[/Forward smash|Forward smash]] can be angled up or down to catch an airborne opponent or to edgeguard low recoveries, respectively. Mewtwo's 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.


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 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 interrupted due to its startup or punished due to its noticeable ending lag and momentum. And compared to all other characters in the game, Mewtwo is also unable to reliably double jump out of juggling pressure due to it taking a noticeable amount of time for his hurtbox to shift vertically. However, its aerial speed and recovery mix-ups can mitigate some of these shortcomings.
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 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. And compared to all other characters in the game, Mewtwo is also unable to reliably double jump out of juggling pressure due to it taking a noticeable amount of time for his hurtbox to shift vertically. However, its aerial speed and recovery mix-ups can mitigate some of these shortcomings.


Although Mewtwo has a multitude of KO options, it often has trouble landing them due to it needing to safely approach the enemy. 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 (it can also unreliably connect due to some jostle animations). 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. Lastly, its frame data is slightly below-average, which makes its attacks even more prone to punishment if they are not spaced well and used intentionally. As a result, Mewtwo cannot effectively pressure through offensive means, yet needs to rely on its movement options and special moves to create openings from which it can proceed to punish the opponent. During Mewtwo's disadvantage state, it often cannot depend on its offensive options to relieve pressure, and instead must rely on evading and only attacking when necessary.
Although Mewtwo has a multitude of KO options, it often has trouble landing them due to it needing to safely approach the enemy. 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 (it can also unreliably connect due to some jostle animations). 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. Lastly, its frame data is slightly below-average, which makes its attacks even more prone to punishment if they are not spaced well and used intentionally. As a result, Mewtwo cannot effectively pressure through offensive means, yet needs to rely on its movement options and special moves to create openings from which it can proceed to punish the opponent. During Mewto's disadvantage state, it often cannot depend on its offensive options to relieve pressure, and instead must rely on evading and only attacking when necessary.


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 capitalize on its large 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 very patiently by controlling space (zoning) as well as baiting and poking with Shadow Ball, its aerials and its movement.
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 capitalize on its large 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 very patiently by controlling space (zoning) as well as baiting and poking with Shadow Ball, its aerials and its movement.


As a result, Mewtwo is a character with a fairly high learning curve, as it has to capitalize on reads more often than not because of its frailty and susceptibility to pressure. While Mewtwo's moveset may not be as versatile as other characters, such as {{SSBU|Wolf}}'s, 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, yet retains the combo game and mobility of a lightweight.
As a result, Mewtwo is a character with a fairly high learning curve, as it has to capitalize on reads more often than not because of its frailty and susceptibility to pressure. While Mewtwo's moveset may not be as versatile as other characters, such as {{SSBU|Wolf}}'s, 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, yet retains the combo game and mobility of a lightweight.
Mewtwo's competitive potential is up for debate as of now. Some professional players believe that Mewtwo should be ranked as a higher end mid tier character due to its excellent mobility and damage racking game. Conversely, other players consider placing it as a low tier due to its large hurtbox and light weight, as well as its potent neutral game being toned down slightly. Mewtwo itself has a small playerbase, but the players who are dedicated to maining the character, such as {{Sm|WaDi}}, have managed to achieve respectable placements.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
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In the late metagame of ''[[SSB4]]'', Mewtwo was ranked as a top tier fighter (10th out of 55 characters), thanks to its combination of a potent 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.
REMINDER: Our Manual of Style states that all Pokémon are to use gender-neutral pronouns.
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In the late metagame of ''SSB4'', Mewtwo was ranked as a top tier character (specifically 10th out of 54), thanks to its combination of a potent 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 despite receiving more buffs than nerfs, the latter are especially more prevalent due to the weakening of its most useful options. Because of this, Mewtwo was greatly nerfed overall.


Mewtwo's largest direct nerf was to its hurtbox. Mewtwo has an additional hurtbox on its tail, which widens its hurtbox overall, making it even easier to hit and reducing the disjoint of its tail-based attacks. Considering Mewtwo is already one of the lightest characters in the game and many of its attacks utilize its long 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). Even after game updates later reduced its hurtbox sizes, it remains easy to hit. This worsens both its spacing and defensive game.
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 has also received many nerfs to its best moves, hindering both its previously strong [[neutral game]] and combo ability. [[Shadow Ball]] now deals less shield damage, making it less viable as a zoning and pressuring option from a distance. [[/Neutral attack|Neutral attack]], as with most others, can no longer effectively [[jab cancel]], removing its wide range of previously true followups; [[/Down tilt|down tilt]] has more ending lag, which combined with the changes to knockback, impairs its combo potential and narrows Mewtwo's KO setups, especially into [[/Forward aerial|forward aerial]]. [[/Neutral aerial|Neutral aerial]] has heavily increased ending lag, a shorter duration, and much 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, hindering its combo ability into itself and almost completely removing its ability to initiate a deadly [[wall of pain]] at low to medium percentages.
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|Neutral attack]], as with most others, can no longer effectively [[jab cancel]], removing its wide range of previously true followups. [[/Down tilt|Down tilt]] has more ending lag, which combined with the changes to knockback, impairs its combo potential and narrows Mewtwo's KO setups. [[/Neutral aerial|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|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.


In terms of gameplay changes, the changes to [[air dodge]]s in ''Ultimate'' have also hindered Mewtwo more so 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.
The changes to [[air dodge]]s in ''Ultimate'' have also hindered Mewtwo more so 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, [[/Forward tilt|forward tilt]], [[/Dash attack|dash attack]] and fully charged Shadow Ball 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 decrease in ending lag when uncharged, which coupled with its reduced ending lag makes it an even more versatile option. Mewtwo has also seen a slight weight increase, improving its endurance.
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|forward tilt]] and [[/Dash attack|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 make 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 expanded utility of [[dash-canceling]] each benefit Mewtwo, as it can now move around much quicker, occasionally play mindgames on its approach, and punish opponents easier both in the neutral game and [[out of shield]]; notably, the increase on its mobility has granted Shadow Ball a significant increase on its combo potential, with access to combos it previously didn't have. Finally, the near-universal reduction to landing lag has made Mewtwo's aerials safer on hit and opened some new combo routes due to its streamlined [[jumpsquat]].
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 expanded utility of [[dash-canceling]] each benefit Mewtwo, as it can now move around much quicker, occasionally play mindgames on its approach, and punish opponents easier both in the neutral game and [[out of shield]]. Finally, the near-universal reduction to landing lag has made Mewtwo's aerials safer on hit and opened some new combo routes due to its streamlined [[jumpsquat]].


Overall, despite the improvements made to Mewtwo's mobility, endurance, KO power, and the distinct benefits it received from ''Ultimate''{{'}}s mechanics, these changes do not completely compensate for the considerable nerfs it has received to its defensive potential, combo game, and hurtbox. Game updates have offered Mewtwo numerous buffs that have either helped alleviate some of its issues, improved its strengths, or fixed a few of its moveset's inconsistencies, though these haven't fully compensated for its more drastic issues. Because of this, Mewtwo is much less effective than it was in ''SSB4'', retaining its reward but with its much further defined weaknesses impairing its effectiveness.
In the end, Mewtwo is considered to be less effective than it was in ''SSB4''; despite the improvements made to its mobility, endurance, KO 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 potential, combo game, and hurtbox. Initially, Mewtwo failed to make a significant impact in ''Ultimate''{{'}}s early metagame, which was further compounded by players such as {{Sm|Abadango}}, and {{Sm|Rich Brown}} dropping Mewtwo in favor of other characters. Although it initially received favorable success from {{Sm|Secret}}, he has also since dropped it in favor of {{SSBU|Joker}}, resulting in Mewtwo's results declining significantly.
 
Due to this, many top players now consider it a lower end mid tier fighter or, to a lesser degree, low tier fighter; a few others even believe it to be one of the worst characters in the game. However, game updates have offered Mewtwo numerous buffs that have either helped alleviate some of its issues, improved its strengths, or fixed a few inconsistencies. As a result, some professionals have reassessed their opinions on the character, with some believing it to have untapped potential and a viable fighter. Most notably, {{Sm|WaDi}}, who had previously dropped Mewtwo in favor of {{SSBU|R.O.B.}}, has returned to use it as a co-main/secondary and has continued to achieve a number of respectable results after doing so. 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==
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REMINDER: Our Manual of Style states that all Pokémon are to use gender-neutral pronouns.
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Mewtwo received a mix of buffs and nerfs via game updates, but was buffed significantly overall. Update 1.1.0 noticeably increased [[Disable]]'s ending lag, which made it even riskier to use. Update 2.0.0 improved the consistency of both [[Teleport]] and forward tilt: the former enables Mewtwo to grab edges much more reliably, and the latter is more effective for spacing and KOing due to it launching opponents in front of Mewtwo exclusively instead of potentially behind it. However, this update also made dash attack much less safe on shield by noticeably decreasing its shieldstun multiplier.
Mewtwo received a mix of buffs and nerfs via game updates, but was buffed significantly overall. Update 1.1.0 noticeably increased [[Disable]]'s ending lag, which made it even riskier to use. Update 2.0.0 improved the consistency of both [[Teleport]] and forward tilt: the former enables Mewtwo to grab edges much more reliably, and the latter is more effective for spacing and KOing due to it launching opponents in front of Mewtwo exclusively instead of potentially behind it. However, this update also made dash attack much less safe on shield by noticeably decreasing its shieldstun multiplier.


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|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 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 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 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.
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|dashname=Dark Torch ({{ja|ダークトーチ|Dāku Tōchi}})
|dashname=Dark Torch ({{ja|ダークトーチ|Dāku Tōchi}})
|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 moderate ending lag, making it punishable on shield. The late hit can lead into a buffered forward aerial at very low percentages.
|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 moderate ending lag, making it punishable on shield. The late hit can lead into a buffered forward aerial at very low percentages.
|fsmashname=Shadow Blast ({{ja|シャドーブラスト|Shadō Burasuto}})
|fsmashname=Shadow Blast ({{ja|シャドーブラスト|Shadō Burasuto}})
|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 edge 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. It resembles Mewtwo's animation when performing a special move in the [[bulbapedia:Pokémon Stadium (series)|''Pokémon Stadium'' series]], and one of its attacking animations as of [[bulbapedia:Pokémon X and Y|''Pokémon X'' and ''Y'']].
|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 edge 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. It resembles Mewtwo's animation when performing a special move in the [[bulbapedia:Pokémon Stadium (series)|''Pokémon Stadium'' series]], and one of its attacking animations as of [[bulbapedia:Pokémon X and Y|''Pokémon X'' and ''Y'']].
|usmashname=Galaxy Force ({{ja|ギャラクシーフォース|Gyarakushī Fōsu}})
|usmashname=Galaxy Force ({{ja|ギャラクシーフォース|Gyarakushī Fōsu}})
|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, galaxy-shaped blast of energy. 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 unless the opponent lands very close to Mewtwo's shield. 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.
|usmashdesc=Thrusts its arm upward to emit a swirling, galaxy-shaped blast of dark energy. 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 unless the opponent lands very close to Mewtwo's shield. 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 ({{ja|シャドーボム|Shadō Bomu}})
|dsmashname=Shadow Bomb ({{ja|シャドーボム|Shadō Bomu}})
|dsmashdmg={{ChargedSmashDmgSSBU|16}}
|dsmashdmg={{ChargedSmashDmgSSBU|16}}
|dsmashdesc=Extends its arm at a diagonal angle toward the ground to emit a large burst of 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 launches at 55°, the latter of which makes optimal DI ambiguous. It comes out on frame 21, yet 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, spot dodges, etc., helped by its lack of a sourspot. It can also act as a powerful [[2 frame punish]] at the edge due to its generous hitbox and 3 active frames. While it lacks a traditional sourspot, its outer hitbox only affects grounded opponents and deals less shield damage than its inner hitbox.
|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 launches at 55°, the latter of which 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, spot dodges, 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 ({{ja|ボディスパーク|Bodi Supāku}})
|nairname=Body Spark ({{ja|ボディスパーク|Bodi Supāku}})
|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. It comes out on frame 7, tying it 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 thanks to it hitting in front of and behind itself, although it can be inconsistent at hitting because of its looping hitboxes being extremely small. Its linking hits can also drag opponents down if fast falling, which can lead to follow-ups, gimps and KO confirms, most reliably into up smash.
|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 thanks to it hitting in front of and behind itself, although it can be inconsistent at hitting because of its looping hitboxes being extremely small. Its linking hits can also drag opponents down if fast falling, which can lead to follow-ups, gimps and KO confirms, most reliably into up smash.
|fairname=Shadow Scratch ({{ja|シャドースクラッチ|Shadō Sukuracchi}})
|fairname=Shadow Scratch ({{ja|シャドースクラッチ|Shadō Sukuracchi}})
|fairdmg={{ShortHopDmgSSBU|13}}
|fairdmg={{ShortHopDmgSSBU|13}}
|fairdesc=An energy-infused swipe. It comes out on frame 7, tying it with neutral aerial for having the lowest startup lag out of Mewtwo's aerial attacks. It is one of Mewtwo's best KO options, KOing middleweights at around 90% near the edge. 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 due to not being disjointed. It can also be used as an edgeguarding tool, albeit with some difficulty due to its hitbox's position. Its speed, safety, range, and utility at all percentages make it a staple of Mewtwo's neutral game and moveset, and it is generally considered the best forward aerial in the game.
|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 edge. 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 due to not being disjointed. It can also be used as an edgeguarding tool, albeit with some difficulty due to its hitbox's position. 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=Air Tail ({{ja|エアテイル|Ea Teiru}})
|bairname=Air Tail ({{ja|エアテイル|Ea Teiru}})
|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. It comes out on frame 13, which is the 2nd highest amount of startup lag out of Mewtwo's aerials. It also possesses a blind spot below Mewtwo, while disjointed attacks 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 edge, and much earlier off-stage.
|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 blind spot 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 edge, and much earlier off-stage.
|uairname=Somersault Attack ({{ja|サマーソルトアタック|Samāsoruto Atakku}})
|uairname=Somersault Attack ({{ja|サマーソルトアタック|Samāsoruto Atakku}})
|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 it deals high knockback for an up aerial, KOing 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, an ascending double jump up aerial can lead into a forward aerial as a situational KO confirm. However, it is difficult to hit short opponents while descending with the move.
|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 it deals high knockback for an up aerial, KOing 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, an ascending double jump up aerial can lead into a forward aerial as a situational KO confirm. However, it is difficult to hit short opponents when descending with the move.
|dairname=Meteor Kick ({{ja|メテオキック|Meteo Kikku}})
|dairname=Meteor Kick ({{ja|メテオキック|Meteo Kikku}})
|dairdmg={{ShortHopDmgSSBU|14}} (grounded opponents, aerial sourspot), {{ShortHopDmgSSBU|15}} (aerial sweetspot)
|dairdmg={{ShortHopDmgSSBU|14}} (grounded opponents, aerial sourspot), {{ShortHopDmgSSBU|15}} (aerial sweetspot)
|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 dark 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 punish]]es. 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 percentages and aerials at mid 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=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)
|fthrowdesc=Telekinetically lifts the opponent diagonally in the air before firing 5 Shadow Balls at them. It deals 15% if all of its hits connect, making it the most damaging forward throw in the game by default. However, the Shadow Balls can be reflected by any character with a passive reflector, such as {{SSBU|Hero}} using [[Command Selection|Bounce]] or any opponent wearing a [[Franklin Badge]]. By extension, 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 output. While it does not possess any true follow-ups, it has relatively low ending lag and leaves the opponent in a favorable position for Mewtwo to cover their options with a dashing up tilt, dash attack, back aerial, etc. If the opponent fails to DI all of the Shadow Balls correctly, it can KO at around 140% from the combined knockback of every Shadow Ball fired.
|fthrowdesc=Telekinetically lifts the opponent diagonally in the air before firing 5 Shadow Balls at them. It deals 15% if all of its hits connect, making it the most damaging forward throw in the game by default. However, the Shadow Balls can be reflected by any character with a passive reflector, such as {{SSBU|Hero}} using [[Command Selection|Bounce]] or any opponent wearing a [[Franklin Badge]]. By extension, 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 output. While it does not possess any true follow-ups, it has relatively low ending lag and leaves the opponent in a favorable position for Mewtwo to cover their options with a dashing up tilt, dash attack, back aerial, etc. If the opponent fails to DI all of the Shadow Balls correctly, it can KO at around 140% from the combined knockback of every projectile.
|bthrowname=Psycho Throw ({{ja|サイコスロー|Saiko Surō}})
|bthrowname=Psycho Throw ({{ja|サイコスロー|Saiko Surō}})
|bthrowdmg=11%
|bthrowdmg=11%
|bthrowdesc=Telekinetically throws the opponent behind itself. Its respectable damage output and decent knockback make it one of the strongest back throws in the game, and one of Mewtwo's most viable KO options. It KOs middleweights at around 100% while near the edge.
|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 edge.
|uthrowname=Psychic Whirlwind ({{ja|ワールスロー|Wāru Surō}}, ''Whirl Throw'')
|uthrowname=Psychic Whirlwind ({{ja|ワールスロー|Wāru Surō}}, ''Whirl Throw'')
|uthrowdmg=12%
|uthrowdmg=12%
|uthrowdesc=Telekinetically whirls the opponent around itself before launching them directly overhead. Tied with {{SSBU|Incineroar}}'s up throw for the 3rd strongest up throw in the game, and is surpassed only by {{SSBU|Charizard}}'s up throw and {{SSBU|Olimar}}'s Blue Pikmin-initiated up throw. It KOs middleweights at around 140% from ground level, and even earlier when standing on a platform.
|uthrowdesc=Telekinetically whirls the opponent around itself before launching them upward above its head. Tied with {{SSBU|Incineroar}}'s up throw for the 3rd strongest up throw in the game, and is surpassed only by {{SSBU|Charizard}} and {{SSBU|Olimar}}'s Blue Pikmin up throws. It KOs middleweights at around 140% from ground level, and even earlier when standing on a platform.
|dthrowname=Tail Beat ({{ja|テイルビート|Teiru Bīto}})
|dthrowname=Tail Beat ({{ja|テイルビート|Teiru Bīto}})
|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. As of update 8.0.0, it can combo into upward angled forward tilt and up tilt at low percentages, and forward aerial at medium to high percentages, the latter of which can KO reliably at around 80%-130% depending on the opponent's weight and size. The aforementioned follow-ups are susceptible to DI, although its quick startup is difficult to react to, and it can be used as a mix-up to forward throw. At medium 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 a proper read.
|dthrowdesc=Telekinetically slams the opponent to the ground, and then somersaults in order to strike them with its tail. It can combo into upward angled forward tiltand up tilt at low percentages, and forward aerial at mid-high percentages, the latter of which can KO reliably at around 80%-130% depending on the opponent's weight and size. The aforementioned follow-ups are susceptible to DI, although its quick start-up is difficult to react to, and it can be used as a mix-up 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=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
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|edgename=&nbsp;
|edgename=&nbsp;
|edgedmg=9%
|edgedmg=9%
|edgedesc=Swings its tail in front of itself while climbing up. As of update 3.0.0, it has the 2nd longest range of any edge attack in the game, being surpassed only by {{SSBU|Bowser}}'s.
|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 damage, 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 moves. It can be B-reversed and wavebounced, giving Mewtwo tricky movement mix-ups 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 medium to high percentages. Because of these attributes, it is one of Mewtwo's best tools in the neutral game.
|nsdesc=Cups its hands to its side and [[bulbapedia:Shadow Ball (move)|creates a 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 mix-ups 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 percentages. 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 edge. As a grab, the ripple spins opponents around and leaves them [[tumbling]] at a frame disadvantage that is dependent on their damage. If used in the air at 140%, it can combo into forward aerial, ensuring a KO unless the opponent has a combo breaker that comes out on frame 1. If the opponent does not have a combo breaker that comes out on frame 2, it can also combo into up tilt past these percentages, which can KO at around 150%. It also functions as a [[Fall Break]], making it useful for mixing up landings and recovery timings.
|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 edge. 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, ensuring a KO unless the opponent has a frame 1 combo breaker. If the opponent does not have a combo breaker as fast as frame 2, it can also combo into up tilt past these percentages, which can KO at around 150%. 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 renders Mewtwo 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 a deceptively long travel distance, though it carries limited horizontal momentum. Its combination of intangibility, long travel distance, and quick startup makes it a very effective recovery move. When coupled with the stalling capabilities of its double jump and other special moves, Teleport makes Mewtwo exceedingly difficult to edgeguard.
|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 [[edge cancel]], although its precise edge canceling window and tendency to "bounce" off surfaces can often cause Mewtwo to overshoot the edge entirely, leading to accidental [[self-destruct]]s offstage and making it a very risky endeavor.
It can also be used to [[edge cancel]], although its precise edge canceling window and tendency to "bounce" off surfaces can often cause Mewtwo to overshoot the edge 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 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 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 on frames 10-16, 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 {{iw|bulbapedia|signature move}} in the ''Pokémon'' games. Psystrike is a powerful sphere of psychic energy that plows through both opponents and walls, and any opponent caught will be stunned before being launched by an intense, mind-shattering blow. It is incredibly powerful, as it will KO at around 50% from center-stage.
|fsdesc=[[bulbapedia:Mega Evolution|Mega Evolves]] into Mega Mewtwo Y and performs {{iw|bulbapedia|Psystrike|move}}, its {{iw|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.
}}
 
===Stats===
 
{{Attributes
| cast=89
| weight=79 | rweight=79-83
| dash=2.255 | rdash=6-10
| run=2.255 | rrun=9
| walk=1.26 | rwalk=18-20
| trac=0.116 | rtrac=20-28
| airfric=0.016 | rairfric=8
| air=1.313 | rair=3
| baseaccel=0.02 | rbaseaccel=9-12
| addaccel=0.05 | raddaccel=53-64
| gravity=0.082 | rgravity=62-64
| fall=1.55 | rfall=53-56
| ff=2.48 | rff=51-54
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=31.11 | rjumpheight=55
| shorthop=17.5 | rshorthop=19-20
| djump=57.35 | rdjump=1
}}
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Mewtwo English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Teleports on-screen while surrounded in a flame-like aura of psychic energy, then descends to the ground as whisps of psychic energy disperse from its body.
*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
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===[[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 ''[[bulbapedia:Pokémon Stadium series|Pokémon Stadium]]'' series. If Mewtwo is holding an item, the item will orbit telekinetically around with it on the final spin.
*'''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 [[bulbapedia:Pokémon Stadium series|''Pokémon Stadium'' series]]. If Mewtwo is holding an item, the item will twirl telekinetically around with it on the final spin.
*'''Side Taunt''': Surrounds itself in a flame-like aura of psychic energy, similarly to {{SSBU|Fox}} and {{SSBU|Lucario}}'s up taunts.
*'''Side Taunt''': Surrounds itself in a flame-like aura of dark energy, similarly to {{SSBU|Fox}} and {{SSBU|Lucario}}'s up taunts.
*'''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 burst of energy from its palm. If Mewtwo is holding an item, the item will orbit telekinetically around its body during the 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 burst of dark energy from its palm. If Mewtwo is holding an item, the item will orbit telekinetically around its body during the taunt.
<gallery>
<gallery>
SSBUMewtwoTaunt1.gif|Mewtwo's up taunt.
SSBUMewtwoTaunt1.gif|Mewtwo's up taunt.
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*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>


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===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' While emitting wisps of psychic energy from its body and growling, Mewtwo raises its left hand in front of itself while pulling back its right hand. Mewtwo then thrusts its right hand forward, emitting a pulsating burst of energy from its palm. 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!"
*'''Left:''' While emitting an aura of dark energy around itself, 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 then 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...?"
*'''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:''' Spins once while levitating and emitting wisps of psychic energy from its body, then strikes a poses while briefly emitting a flame-like aura of psychic energy around itself as it laughs. In Japanese, it says "{{ja|愚かな!|Orokana!}}", which translates to "Foolish!"
*'''Right:''' Spins once while levitating, then strikes a poses while briefly emitting an aura of dark energy around itself 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 [[bulbapedia:Pokémon Red & Pokémon Green: Super Music Collection|title screen theme song]] of [[bulbapedia:Pokémon Red and Green Versions|''Pokémon Red'', ''Green'']], [[bulbapedia:Pokémon Blue Version (Japanese)|''Blue'']], and [[bulbapedia:Pokémon Yellow Version|''Yellow Versions'']]. The song has since become the {{uv|Pokémon}} series' main theme song.]]
[[File:PokemonSeriesVictoryThemeUltimate.ogg|thumb|A small excerpt of the [[bulbapedia:Pokémon Red & Pokémon Green: Super Music Collection|title screen theme song]] of [[bulbapedia:Pokémon Red and Green Versions|''Pokémon Red'', ''Green'']], [[bulbapedia:Pokémon Blue Version (Japanese)|''Blue'']], and [[bulbapedia:Pokémon Yellow Version|''Yellow Versions'']]. The song has since become the {{uv|Pokémon}} series' main theme song.]]
<gallery>
<gallery>
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==In [[competitive play]]==
==In [[competitive play]]==
Initially, the community's perception on Mewtwo was better than in ''[[Super Smash Bros. 4]]'', where it was widely considered a top tier character. This was because of 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.
However, as time went on, 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 have garnered it more attention in the eyes of some players. Dedicated players, such as {{Sm|Zenkai}} and {{Sm|????}}, also began to achieve respetable placements with Mewtwo, with both players placing 49th at {{Trn|Frostbite 2020}}. Despite this slow improvement in representation, Mewtwo's playerbase offline still remains somewhat small, and some of its more meaningful buffs have come during the COVID-19 pandemic, making it hard to tell how these changes will improve Mewtwo's viability in the long run.
In the online metagame, the aforementioned buffs have helped Mewtwo find success, thanks to the efforts of players such as {{Sm|WaDi}} and {{Sm|Chewie}}. The former uses Mewtwo as a secondary and has defeated players such as {{Sm|Sparg0}}, {{Sm|naitosharp}}, and {{Sm|8BitMan}}. The latter uses Mewtwo as a main and has seen above average placements at major Wi-Fi Warrior Rank tournaments, including 13th at the {{Trn|SWT: NA Southwest Ultimate Online Qualifier}} and 25th at {{Trn|The Box: Lunch Box 10}}.
===Most historically significant players===
===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


''See also: [[:Category:Mewtwo players (SSBU)]]''
''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.''
 
*{{Sm|Grade|Canada}} - Although his results have been limited to his region and is mixed with other characters such as {{SSBU|Wolf}} and {{SSBU|Sora}}, he has placed top 16 consistently in his region while using Mewtwo. He also has solid results at majors, placing 33rd at both {{Trn|Get On My Level 2022}} and {{Trn|Get On My Level 2023}} primarily using Mewtwo.
*{{Sm|SDX|USA}} - Although he was really only active in the first few months of the competitive scene, he established himself as the best Mewtwo player in the world in the early metagame, placing top 64 at all the majors where he used Mewtwo, including 9th at {{Trn|Glitch 6}}, 17th at {{Trn|GENESIS 6}}, and 33rd at {{Trn|Frostbite 2019}}. He was also formerly ranked Area 51 during the [[Spring 2019 PGRU]], the only solo-Mewtwo player ever ranked on a global ranking. He eventually switched to {{SSBU|Joker}} before he stopped competing in tournaments altogether.
*{{Sm|WaDi|USA}} - The best Mewtwo player of all-time, although his results with Mewtwo were often complemented by {{SSBU|R.O.B.}} or his secondaries. His run to 7th at {{Trn|Smash Factor 9}} marks the highest placement for Mewtwo at a major where Mewtwo was used to win more than one set. In addition, he has placed 9th at both {{Trn|Riptide}} and {{Trn|Glitch 8.5 - Konami Code}} using Mewtwo to defeat {{Sm|Sparg0}} in the former and {{Sm|Dabuz}} in the latter. He has since gone inactive due to sexual misconduct allegations.


===Tier placement and history===
''See also: [[:Category:Mewtwo professionals (SSBU)]]''
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.
*{{Sm|????|USA}} - Co-mains Mewtwo with {{SSBU|Ice Climbers}}. Placed 17th at {{Trn|Holiday Heist 5}} and 49th at {{Trn|Frostbite 2020}}. Currently an honorary mention on the [[Michigan Power Rankings]].
 
*{{Sm|Bethel|Japan}} - One of the best Mewtwo players in Japan. Online, placed 5th at [https://smashmate.net/tournament/3023/ Maesuma 155], [https://smashmate.net/tournament/3106/ Tamisuma SP 182], [https://smashmate.net/tournament/4076/ Tamisuma SP 224], and [https://smashmate.net/tournament/5044/ Tamisuma SP 259]. Offline, placed 9th at {{Trn|HST SP 5}} with wins over {{Sm|Hakadama}} and {{Sm|Rikuya}}.
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.
*{{Sm|Chewie|United States}} - One of the best online Mewtwo players in the United States. Placed 9th at {{Trn|Flat Realm 7}}, 13th at {{Trn|The Collective 2}}, {{Trn|Derpu's Online Tournament 2020}}, and {{Trn|SWT: NA Southwest Ultimate Online Qualifier}}, and 17th at {{Trn|US ARMY ESPORTS TOURNAMENT}} with wins over {{Sm|Scend}}, {{Sm|naitosharp}}, and {{Sm|IcyMist}}.
*{{Sm|Grade|Canada}} - The best Mewtwo player in Canada. Placed 9th at both [https://start.gg/tournament/ubc-cup-2019-super-smash-bros-feat-csl-bc-local/events/ultimate-singles/brackets UBC Cup 2019] and {{Trn|Pinnacle 2021}} as well as 17th at {{Trn|Play With Heart}}. Online, placed 17th at both {{Trn|SWT: NA Northwest Ultimate Online Qualifier}} and {{Trn|Western Canada Clash}}. Currently ranked 11th on the [[British Columbia Power Rankings]].
*{{Sm|WaDi|USA}} (#20) - Uses Mewtwo as a secondary alongside {{SSBU|R.O.B.}} and is the best Mewtwo player in the world. Placed 2nd at {{Trn|Clash Of The Carolinas III}}, 3rd at {{Trn|The Comeback}}, and 9th at {{Trn|Riptide}}. Online, placed 4th at {{Trn|Get On My Line 2021}} and 5th at {{Trn|SWT: NA Northeast Ultimate Online Qualifier}}. Currently ranked 33rd on the [[Wi-Fi Warrior Rank v7]].
*{{Sm|Zenkai|USA}} - One of the best Mewtwo players in the United States. Placed 17th at {{Trn|Tri-state Showdown: Fall 2019}}, 25th at {{Trn|Return to Yoshi's Island}} and 49th at {{Trn|Frostbite 2020}} with wins over players like {{Sm|Mr. E}}, and {{Sm|Venia}}. Online placed 9th at {{Trn|Galaxy Gambit}} and 17th at {{Trn|The Box: Lunch Box 8}}.


=={{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.]]
Aside from Round 1, Mewtwo is allied with opponents it fought in previous Rounds under the premise that its teammates are under its mental control. These teammates typically represent characters that have been brainwashed in their respective home series.
Aside from Round 1, Mewtwo is allied with opponents it found in previous Rounds under the premise 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"
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|''{{SSBUMusicLink|Pokémon|Battle! (Dialga/Palkia) / Spear Pillar}}''
|''{{SSBUMusicLink|Pokémon|Battle! (Dialga/Palkia) / Spear Pillar}}''
|}
|}
{{clr}}
{{clear}}


==[[Spirit]]s==
==[[Spirit]]s==
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</center>
</center>


==In Spirit Battles==
==In Spirit battles==
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
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|-
|-
|1,496
|1,496
|{{SpiritTableName|FU (Jess-Baptiste VI)|size=64}}
|{{SpiritTableName|FU (Jess-Baptiste VI)|size=64|ext=jpg}}
|''No More Heroes'' Series
|''No More Heroes'' Series
|•{{SSBU|Mewtwo}} {{Head|Mewtwo|g=SSBU|s=20px|cl=Purple}}
|•{{SSBU|Mewtwo}} {{Head|Mewtwo|g=SSBU|s=20px|cl=Purple}}
Line 608: Line 570:
|•Hostile assist trophies will appear when the enemy's at high damage<br>•Only certain Pokémon will emerge from Poké Balls ([[Deoxys]])
|•Hostile assist trophies will appear when the enemy's at high damage<br>•Only certain Pokémon will emerge from Poké Balls ([[Deoxys]])
|{{SSBUMusicLink|Metal Gear|Yell "Dead Cell"}}
|{{SSBUMusicLink|Metal Gear|Yell "Dead Cell"}}
|
|-
|1,514
|{{SpiritTableName|Rauru|iw=zeldawiki|size=64}}
|''The Legend of Zelda'' Series
|•{{SSBU|Mewtwo}} {{Head|Mewtwo|g=SSBU|s=20px|cl=Purple}} (100 HP)<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px}} (70 HP)<br>•Giant {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Green}} (70 HP)<br>•{{SSBU|Robin}} {{Head|Robin|g=SSBU|s=20px|cl=Red}} (60 HP)<br>•{{SSBU|Inkling}} {{Head|Inkling|g=SSBU|s=20px|cl=Cyan}} (60 HP)<br>•{{SSBU|Charizard}} {{Head|Charizard|g=SSBU|s=20px|cl=Yellow}} (60 HP)<br>•{{SSBU|Pit}} {{Head|Pit|g=SSBU|s=20px}} (60 HP)
|{{SpiritType|Neutral}}
|13,000
|[[Temple]] ([[Battlefield form]])
|N/A
|•[[Stamina battle]]<br>•The enemy favors neutral specials<br>•Reinforcements will appear after an enemy is KO'd
|{{SSBUMusicLink|The Legend of Zelda|Calamity Ganon Battle - Second Form}}
|
|
|}
|}
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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|Alongside 3 [[Olimar (SSBU)|Pikmin]] on [[Onett]].
SSBUWebsiteMewtwo6.jpg|Alongside [[Olimar (SSBU)|Pikmin]] on [[Onett]].
SSBUWebsitePichu3.jpg|Alongside {{SSBU|Pichu}} on [[Spear Pillar]].
SSBUWebsitePichu3.jpg|Alongside {{SSBU|Pichu}} on [[Spear Pillar]].
</gallery>
</gallery>
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==Trivia==
==Trivia==
*The pose that Mewtwo assumes in its render for ''Super Smash Bros. Ultimate'' is almost identical to the pose it assumes while using [[Disable]].
*Mewtwo's artwork for ''Super Smash Bros. Ultimate'' resembles its [[bulbapedia:File:150Mewtwo.png|artwork]] for [[bulbapedia:Pokémon FireRed and LeafGreen Versions|''Pokémon FireRed'' and ''LeafGreen Versions'']], albeit with its hands and legs positioned slightly differently.
**Its render pose also resembles its [[bulbapedia:File:150Mewtwo.png|official artwork]] for [[bulbapedia:Pokémon FireRed and LeafGreen Versions|''Pokémon FireRed'' and ''LeafGreen Versions'']], albeit with Mewtwo's hands and legs positioned slightly differently.
*Mewtwo's confirmation as a fighter in ''Ultimate'' marked the first time that [[Pikachu]] was not the first playable Pokémon to be announced as a part of the roster.
*Mewtwo's confirmation as a fighter in ''Ultimate'' marked the first time that [[Pikachu]] was not the first playable Pokémon to be announced as a part of the roster.
*Mewtwo was the last non-DLC character added to the ''Super Smash Bros.'' Blog.
*Mewtwo was the last non-DLC character added to the ''Super Smash Bros.'' Blog.
**However, due to {{SSBU|Mr. Game & Watch}}'s blog page only being available on Asian websites until December 7th, 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 the Asian websites until December 7, Mr. Game & Watch was the last character added to the blog on non-Asian websites.
*Mewtwo is the only character whose victory grunts/laughter are omitted from the English Sound Test.
*Mewtwo is the only character whose victory grunts/laughter are omitted from the English Sound Test.
**Additionally, if ''Ultimate''{{'}}s language is currently set to either Spanish, German, Dutch or Russian, Mewtwo will be mute during its victory poses. This is due to ''Ultimate'' incorrectly loading up its voice clips from the Japanese version, which are not present in the international versions.
**Additionally, if ''Ultimate''{{'}}s language is currently set to either Spanish, German, Dutch or Russian, Mewtwo will be mute during its victory poses. This is due to ''Ultimate'' incorrectly loading up its voice clips from the Japanese version, which are not present in the international versions.
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*Mewtwo, {{SSBU|Cloud}}, {{SSBU|Hero}} and {{SSBU|Sephiroth}} are the only fighters to speak Japanese in at least 1 version of ''Ultimate'' to never speak in English in any version of the game.
*Mewtwo, {{SSBU|Cloud}}, {{SSBU|Hero}} and {{SSBU|Sephiroth}} are the only fighters to speak Japanese in at least 1 version of ''Ultimate'' to never speak in English in any version of the game.
**Out of those fighters, Mewtwo is the only one who is a first-party character and not property of Square Enix.
**Out of those fighters, Mewtwo is the only one who is a first-party character and not property of Square Enix.
**Coincidentally, all of these fighters have been available via [[downloadable content]] at one point.
*While Mewtwo is being attacked by {{b|Pikmin|species}} via [[Pikmin Throw]], [[poison]]ed or affected by [[Eiha / Eigaon]], its eyes turn green just like when it uses [[Disable]]. Unlike Disable, Mewtwo's eyes remain green until the Pikmin fall off or the aformentioned effects wear off.
*While Mewtwo is being attacked by {{b|Pikmin|species}} via [[Pikmin Throw]], [[poison]]ed or [[curse]]d, its eyes turn green just like when it uses [[Disable]]. Unlike Disable, Mewtwo's eyes remain green until the Pikmin falls off or the aforementioned effects wear off.
*Mewtwo's Classic Mode route is the only one which features music that is neither from the stage's home series nor that of the played fighter's universe. Instead, the music is from the ally's home series, with the exceptions being Round 1 (which has no allies) and the Final Round (which features Mewtwo and Pikachu, both of whom are from the {{uv|Pokémon}} series).
*Mewtwo's Classic Mode route is the only one that features music that is neither from the stage's home series nor that of the played fighter's universe. Instead, the music is from the ally's home series, with the exceptions being Round 1 (which has no allies) and the Final Round (which features Mewtwo and Pikachu, both of whom are from the {{uv|Pokémon}} series).
*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}}.
*Due to [[character customization]] being exclusive to the {{SSBU|Mii Fighter}}s in ''Ultimate'', Mewtwo and {{SSBU|Greninja}} are the only playable Pokémon whose special movesets contain more than 4 moves from the ''Pokémon'' {{iw|bulbapedia|core series}}. In Mewtwo's case, it uses [[Shadow Ball]], [[Confusion]], [[Teleport]], [[Disable]] and [[Psystrike]]. The other playable Pokémon use a move original to the ''Super Smash Bros.'' series either as one of their special moves or as their Final Smash, whereas Greninja uses {{iw|bulbapedia|Mat Block|move}} (a core series move) to initiate [[Secret Ninja Attack]] (which is original to the ''Super Smash Bros.'' series).
*Mewtwo's shielding sound effect plays one frame earlier that everyone else's.
**In ''Super Smash Bros. 4'', {{SSB4|Charizard}}'s default moveset surpasses this total, thanks to [[Mega Charizard X]] granting it access to {{iw|bulbapedia|Fire Blast|move}} and {{iw|bulbapedia|Dragon Rush|move}} alongside [[Flamethrower]], [[Flare Blitz]], [[Fly]] and [[Rock Smash]]. ''SSB4'' also enabled {{SSB4|Pikachu}}'s special moveset to consist of more than 4 core series moves as special moves, albeit only by replacing [[Thunder Jolt]] with either {{iw|bulbapedia|Thunder Wave|move}} or {{iw|bulbapedia|Thunder Shock|move}}.


==References==
==References==

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