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|ssbgame2 = SSB4
|ssbgame2 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|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 confirmed on June 12th, 2018. Like in ''[[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.
{{s|wikipedia|Keiji Fujiwara}}'s portrayal of Mewtwo from ''[[Smash 4]]'' was repurposed for ''Ultimate''. This is the last game for which Keiji Fujiwara voiced the character before he passed away 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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*Clear {{SSBU|Classic Mode}} with {{SSBU|Fox}} or any character in his unlock tree, being the last character unlocked after {{SSBU|Wolf}}.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Fox}} or any character in his unlock tree, being the last character unlocked after {{SSBU|Wolf}}.
*Have Mewtwo join the player's party in [[World of Light]].
*Have Mewtwo join the player's party in [[World of Light]].
Mewtwo must then be defeated on [[Spear Pillar]] (the [[Ω form]] is used in World of Light).
With the exception of the third method, Mewtwo must then be defeated on [[Spear Pillar]].


==Attributes==
==Attributes==
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Mewtwo is a character that fills many archetypes, and despite being relatively large with a slew of powerful moves, a [[weight|lightweight]] fighter. Its overall mobility is outstanding, as it boasts among the fastest [[walk]]ing, [[dash]]ing, and [[air speed]]s in the game. It also has average [[falling speed]], above average [[traction]], and below average [[gravity]].
REMINDER: Our Manual of Style states that all Pokémon are to use gender-neutral pronouns.
-->
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.
 
On the contrary, [[down smash]] is safe on shield and is notorious for causing immense shield damage if it connects. Nonetheless, it is still a risky move to use in the neutral game, due to it having the most amount of start-up among all of Mewtwo's smash attacks and being one of the few down smashes in the entire game to only hit on one side. In contrast, [[Up smash]] has the quickest start-up of all Mewtwo's smash attacks and is a great anti-air to catch forced landings, but also has the highest ending lag and is generally the most punishable move in Mewtwo's moveset. [[Forward smash]] has decent range, can be angled and is Mewtwo's most powerful smash attack in terms of knockback when spaced (being able to KO at mid percentages while close to the edge) and can potentially allow it to dodge attacks via shifting its hurtbox, since it leans back just before charging it, but has noticeable ending lag and is also not safe on shield if landed at close range. These traits make Mewtwo one of the strongest characters in the game in terms of outright KO power, though it is optimal for players to not play too close to opponents with quick movement, disjointed range, or attacks that are fast enough to punish any mistakes. However, Mewtwo can also use its great ground and air speed to mix up approaches and punish mistakes using these moves, making it necessary for high-level players to recognize when to approach offensively.
 
Mewtwo's aerials are some of the best in the game, with generally quick start-up, low landing lag, long range and great power. [[Forward aerial]] is a claw swipe that serves as a safe poke when spaced on landing, a useful combo starter at low percentages, and a reliable KO option; it is considered by many to be among the best forward aerials in the game due to its safety, speed, and power. [[Neutral aerial]] consists of Mewtwo emitting electricity from its hands and feet for multiple hits, before launching opponents away with a large electricity discharge surrounding its full body. The move is a capable combo starter at all percentages, and is a safe poke when it is spaced sufficiently; it is also Mewtwo's best out-of-shield option due to his aerial speed allowing it to safely escape pressure (compared to committing to its laggy up smash). Though its forward and neutral aerials are fast and threatening, they are only slightly disjointed and the former lacks range. This makes Mewtwo's approach game with these moves significantly weaker against opponents that have long weapons or strong projectiles.
 
[[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 [[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.
Mewtwo has very high damage output on its grounded moves. Its [[neutral attack]] is a [[rapid jab]] that regularly racks up 20% or more damage if the opponent is caught at close range, but it is unsafe on shield. Its [[forward tilt]] has good range but noticeable startup, and a close hit with it can KO near the ledge at high percents. Its [[down tilt]] boasts relatively low ending [[lag]] and quick startup, while launching opponents at mostly vertical angles. This makes it a great combo tool, comboing into all of Mewtwo's aerials and up tilt. As with jab, however, it is not safe on shield. On the contrary, [[down smash]] is safe on shield. Nonetheless it is still a risky move to throw out in neutral. [[Up smash]] has the quickest startup of all Mewtwo's smash attacks and is a good anti-air, but also has the highest ending lag. [[Forward smash]] has decent range and is powerful when spaced, but is relatively slow and also not safe on shield. So although these moves are good if they hit, they're very punishable if they don't. This means that Mewtwo prefers not to play close to its opponent. It can, however, use its great ground speed to move in and punish mistakes using these moves.


Mewtwo's [[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 aerials are very good. [[Forward aerial]] is a safe poke, low percent combo starter and kill option. [[Neutral aerial]] is a multihit move, a combo starter at all percents, and also a safe poke when spaced. Both of these moves are fast and threatening, but they lack range. This makes Mewtwo's approach game with these moves significantly weaker against opponents that outrange it. [[Back aerial]] is slow and still gets beaten out by disjoints. It can't fulfill the role of giving Mewtwo good effective range in the neutral game, though it is useful for walling out offstage opponents who have poor range and/or recoveries. [[Down aerial]] has some startup but is a fairly strong [[meteor smash]] when sweetspotted.


Mewtwo 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 [[neutral special]], [[Shadow Ball]], has excellent versatility, as it can combo into virtually any of Mewtwo's quicker moves at any percent depending on the charge of the projectile. However, its function is not limited to combo starting; when fully charged, it becomes a reliable KO move at high percents. It also deals decent [[shield]] damage as well. In midair, it can even be used as a landing mixup, as the recoil from the fully charged variant pushes Mewtwo back a considerable distance. Mewtwo can utilize techs like [[wavebounce|wavebounces]], [[B-reverse|B-reverses]], Shadow Ball cancels and turnaround specials to make its movement even more tricky, improving its baits and punishes. Its [[side special]], [[Confusion]], is a command grab with decent range that doubles as a [[reflection|reflector]] and can be used for combo setups, though alert opponents can react out of it before Mewtwo below a certain percent (see the Moveset section). Its [[down special]], [[Disable]], is a risky option in any situation due to its startup, ending lag, short range, and its requirement that the opponent be facing Mewtwo for it to work. However, if landed at mid to high percents, it more often than not leads to a guaranteed KO as Mewtwo essentially will get a free charged smash attack on the opponent.


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]] and [[back throw]] are both among the strongest in the cast, while [[forward throw]] is excellent at racking up damage. Its [[down throw]] has great combo potential, connecting into forward aerial or up tilt at low to medium percents and even having strong KO setups into forward aerial at about 100% for the majority of the cast. To counteract this, however, Mewtwo's grab range is fairly average overall, which can sometimes hurt the utility of its throws.


Mewtwo 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 among the best in the game. Its combination of a quick air speed, a high [[double jump]] (the highest in the game), and average falling speed give it great offstage longevity, despite its low weight. [[Teleport]], its primary recovery move, covers a long distance and provides full intangibility and directional maneuverability, making it very difficult to [[edgeguard]]. Furthermore, two of its other special moves offer a form of assistance with recovery; Shadow Ball's recoil can push Mewtwo back far enough to be a viable horizontal recovery option if facing away from the ledge, and [[Confusion]] temporarily stalls it in the air and can turn it around. With these options, Mewtwo has many ways to mix up its recovery and get safely back onstage, while still being able to punish reckless edgeguarders with its powerful and massive back aerial without losing recovery distance.


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 (especially [[up smash]], as using it at the right time can prevent any [[stall-then-fall]] attack). [[Forward smash]] can be angled up or down to catch an airborne opponent or to edgeguard low recoveries, respectively. Its tail attacks also offer excellent range, despite not being as disjointed. Its back aerial in particular offers very large coverage behind Mewtwo and can be used in decently quick succession, making it a useful walling tool against opponents with low range attacks. Its tilts also use its tail, so they have good range as well. Tying into this is its aforementioned mobility; Mewtwo's extremely fast horizontal movement speed grants it a very potent punishment game with its range, allowing it to bait approaches and easily punish them with its long-reaching moves.


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, awkward frame, average falling speed and below average gravity make it easier to combo compared to other characters of its weight class. Furthermore, Mewtwo lacks an effective aerial move to disrupt combos, and an attempt to Teleport out of a combo can be punished due to its noticeable ending lag and momentum. While it has a multitude of KO options, it often has trouble landing them. Up and back throw can be risky to attempt because of Mewtwo's aforementioned average grab range. Forward and down smash have slow start-up lag, whereas up smash has minimal horizontal range below its blast of dark energy and high ending lag. Forward aerial and Shadow Ball's KO potentials can be hindered via staleness because of their frequent usage in Mewtwo's combos and neutral game, respectively. Lastly, its frame data is slightly below-average, which makes its attacks even more prone to punishment if they are not spaced well. As a result, Mewtwo can't pressure very effectively, yet is also vulnerable to pressure.


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.
Overall, Mewtwo is a non-traditional glass cannon who falls under the category of the zoner archetype; it must play cautiously and aware so the opponent does not capitalise on its tall hurtbox and light weight. However, this does not mean Mewtwo is forced to rely on [[turtling]], as its outstanding mobility, excellent air game, and overall powerful moveset make it a force to be reckoned with. Instead, Mewtwo should be played patiently, controlling space (zoning), baiting and poking with Shadow Ball, its aerials and its movement. As such, Mewtwo is a character with a fairly high learning curve, as it has to capitalise on reads more often than not because of its frailty and susceptibility to pressure. While Mewtwo's moveset may not be as versatile as other glass cannons such as {{SSBU|Wolf}}, it makes up for it with comparatively huge power and damage output. In short, Mewtwo has the attack power and range of an archetypal heavyweight character, but still retains the combo game and manoeuvrability of a lightweight character.


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.
Mewtwo's competitive potential is up for debate as of now. Players like {{Sm|ESAM}} and {{Sm|Armada}} believe that Mewtwo should be ranked as a high-mid tier character due to its excellent mobility and damage racking game, while other players consider placing it as a low-tier due to its large hurtbox and light weight, as well as its potent neutral being toned down slightly. Mewtwo itself has a small playerbase, but the players who are dedicated to maining the character, like {{Sm|SDX}}, have managed to get decent placements. However, as SDX has recently dropped the character, its representation in tournaments has undergone a significant decline, with its results still remaining minimal.
 
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.


==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 character (10th out of 55 characters), thanks to a combination of a powerful neutral game, excellent mobility, a powerful projectile, and a dangerous combo game. Mewtwo has received a large mix of buffs and nerfs in its transition to ''Ultimate'', but was nerfed overall.
REMINDER: Our Manual of Style states that all Pokémon are to use gender-neutral pronouns.
-->
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]], as with most others, can no longer effectively [[jab cancel]], removing its wide range of previously true followups. [[Down tilt]] has more endlag, which combined with the changes to knockback, impairs its combo potential and narrows Mewtwo's KO setups. [[Neutral aerial]] has heavily increased ending lag, a shorter duration, and smaller hitboxes, making it less viable for covering options and removing its aerial combo potential, limiting Mewtwo to land with the move and read the opponent's trajectory accordingly. [[Forward aerial]] is slightly slower and launches at a slightly lower angle, worsening its combo ability into itself and almost completely removing its ability to initiate a deadly [[wall of pain]] at low to mid percentages.


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|air dodging]] in ''Ultimate'' have also hindered Mewtwo moreso than any other character. Since air dodges can now only be utilized once before landing or getting hit, combined with them generally having more ending lag, this especially affects Mewtwo as it previously held the distinction of having the air dodge with the lowest ending lag out of the entire roster (allowing it to be spammed rather safely to play mindgames), which renders it even more susceptible to combos and juggling, given its large hurtbox for its weight class.


However, Mewtwo has received a multitude of buffs in the transition as well. Mewtwo's KO potential is considerably better and more consistent overall; moves like its neutral attack, [[/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]] and [[dash attack]] deal more damage and knockback, with all of them now gaining KO potential at high percentages. Other attacks, such as [[Disable]] and its [[smash attacks]], have noticeably increased range, allowing them to secure KOs more easily from deceptive ranges. Shadow Ball has also received a slight increase in knockback when fully charged, making it an even more viable KOing option. Mewtwo has also seen slight improvements to its survivability, thanks to its heavier weight and faster falling speed, although it remains a rather easy character to KO.


Most of the universal changes to gameplay mechanics have also benefited Mewtwo. Although the changes to air dodging mostly hamper it, they also 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 ability to [[dash-canceling|use any attack out of a run]], also benefits Mewtwo, as it can now get around much quicker, ocasionally play mindgames on its approach, and punish more easily both in the neutral game and [[out of shield]]. Finally, the reductions to landing lag improve Mewtwo's safety on hit, opening some new combo routes due to its streamlined [[jumpsquat]].


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 notably less effective than its ''SSB4'' iteration, as despite the improvements made to its mobility, survivability, kill power, and the benefits it received from ''Ultimate''{{'}}s mechanics, these changes do not completely compensate for the considerable nerfs it has received to its defensive game, combo ability, and hurtbox. As a result, Mewtwo has not made a significant impact in Ultimate's early metagame, as its playerbase is very small; players such as {{Sm|Abadango}}, {{Sm|WaDi}} and {{Sm|Rich Brown}} have dropped Mewtwo in favor of other characters, and although it initially received favorable success from {{Sm|Secret}} in ''Ultimate'''s early metagame, he has since dropped it in favor of {{SSBU|Joker}}, resulting in Mewtwo's results to have a significant decline. Due to this, many top players now consider it a lower-mid or low tier character, and a few others even believe it to be one of the worst characters in the game. However, game updates have offered Mewtwo bountiful buffs that have either helped alleviate some of its issues, improved its strengths, or fixed a few inconsistencies; this has caused some professionals to reassess their opinions on the character, with some believing it to have untapped potential and to be viable. As of now, Mewtwo's true viability in competitive play remains debatable.


{{SSB4 to SSBU changelist|char=Mewtwo}}
{{SSB4 to SSBU changelist|char=Mewtwo}}


==Update history==
==Update history==
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Mewtwo has received a mix of buffs and nerfs via game updates, but has been buffed significantly overall. Update 1.1.0 nerfed [[Disable]] by increasing its ending lag, which made it even riskier to use. Following this, update 2.0.0 improved Mewtwo's recovery became by making [[Teleport]] grab edges more reliably, which also reduces the risk of a self-destruct when attempting to directly Teleport to the edge. However, this update also made dash attack much less safe on shield by noticeably decreasing it shieldstun multiplier.
REMINDER: Our Manual of Style states that all Pokémon are to use gender-neutral pronouns.
-->
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.


Update 3.0.0 would then provide Mewtwo's first noteworthy changes: neutral attack has less start-up, up tilt has improved combo potential, forward smash has more range, forward tilt, up tilt and up aerial deal more damage, and [[Shadow Ball]]'s already impressive power increased even further. Mewtwo's weight also increased slightly, although this is a fairly negligible improvement to its endurance. However, this same update also decreased Shadow Ball's shield damage output as part of a near-universal nerf to projectiles.
In update 3.0.0, Mewtwo's endurance was improved slightly thanks to its slightly heavier weight, and some of its moves gained greater utility, such as up tilt having improved combo potential and [[Shadow Ball]]'s already impressive power being increased even further. However, this same update also decreased Shadow Ball's shield damage output as part of a near-universal nerf to projectiles.


In update 4.0.0, Mewtwo's tail hurtbox was shrunken slightly, which made spacing with its tail attacks somewhat more effective. Additionally, some of its primary KO moves were improved, while [[Confusion]]'s start-up, ending lag and reflection hitbox were each sped up by 2 frames. Update 7.0.0 buffed Mewtwo in a few minute ways. Its shield was enlarged as part of a near-universal buff, and its posture was altered while shielding, both of which make it less likely for it to be shield poked. Aside from these changes, down tilt's consistency was improved: it now reaches further into the plane of gameplay during its frame 6 hitbox, which prevents it from missing some characters entirely in certain situations.
In update 4.0.0, Mewtwo's tail hurtbox was shrunken slightly, which made spacing with its tail attacks somewhat more effective. Additionally, some of its primary KO moves were improved, while [[Confusion]]'s start-up, ending lag and reflection hitbox were each sped up by 2 frames. Update 7.0.0 buffed Mewtwo in a few minute ways. Its shield was enlarged as part of a near-universal buff, and its posture was altered while shielding, making it less likely for it to be shield poked. Additionally, Mewtwo's down tilt now reaches further into the plane of gameplay on frame 6 of its hitbox, preventing it from missing some characters entirely in certain situations.


However, update 8.0.0 granted Mewtwo arguably its most notable buffs. Shadow Ball, in particular, improved noticeably thanks to its decreased ending lag, faster traveling speed, and its uncharged version's higher damage output. Altogether, these buffs not only supplement its fully charged version's KO potential, but also made its uncharged version significantly better for both spacing and set-ups. Although somewhat less impactful than Shadow Ball's buffs, down throw's decreased ending lag is nevertheless noteworthy, as it has been repurposed from Mewtwo's least useful move into a decent combo starter that even possesses a KO combo (albeit one that is heavily dependent on DI)<ref>[https://www.youtube.com/watch?v=VhvdbRPP0_k Mewtwo Changes Patch 8.0.0]</ref> into forward aerial at high percentages.
Most recently, update 8.0.0 granted Mewtwo arguably its most notable buffs. Shadow Ball, in particular, improved noticeably thanks to its decreased ending lag, faster traveling speed, and its uncharged version's higher damage output. Altogether, these buffs not only supplement its fully charged version's KO potential, but also noticeably improve its uncharged version's utility for both spacing and set-ups.


Aside from these buffs, back and up aerials were strengthened, improving their already above-average KO potentials at the cost of slightly worsening their combo potentials. Teleport's landing lag was decreased significantly, which makes Mewtwo less vulnerable when it Teleports directly on-stage in order to recover, escape pressure, or play mindgames. Like a few other characters, Mewtwo's pummel was also enlarged and repositioned to improve its consistency. Lastly, update 13.0.1 increased the damage outputs of both forward tilt and forward throw. As a result, the former's KO potential was improved even further when sweetspotted and it is safer on hit overall, whereas the latter is now the most damaging throw of its kind by default.
Although somewhat less impactful than Shadow Ball's buffs, down throw's decreased ending lag is nevertheless noteworthy, as it repurposed Mewtwo's least useful move into a decent combo starter that even possesses a KO combo (albeit one heavily dependent on DI)<ref>[https://www.youtube.com/watch?v=VhvdbRPP0_k Mewtwo Changes Patch 8.0.0]</ref> into forward aerial at high percentages. Aside from these buffs, back and up aerials were strengthened, improving their already above-average KO potentials at the cost of slightly worsening their combo potentials. Teleport has much less landing lag, which makes Mewtwo less vulnerable when it Teleports directly on-stage. Lastly, Mewtwo's pummel was enlarged and repositioned to improve its consistency.


Overall, Mewtwo fares significantly better than it did at the launch of ''Ultimate'', thanks to its buffs noticeably expanding the utility of its moveset (particularly Shadow Ball, Confusion, Teleport and down throw) as well as strengthening its already impressive overall power.
Overall, Mewtwo fares much better than it did at ''Ultimate''{{'}}s launch.


'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
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'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
{{UpdateList (SSBU)/8.0.0|char=Mewtwo}}
{{UpdateList (SSBU)/8.0.0|char=Mewtwo}}
'''{{GameIcon|ssbu}} {{SSBU|13.0.1}}'''
{{UpdateList (SSBU)/13.0.1|char=Mewtwo}}


==Moveset==
==Moveset==
*Mewtwo has a [[Double jump#Delayed double jumps|special double jump]] that propels it in a floatier, curved trajectory with significantly more height. This trait is shared with {{SSBU|Ness}}, {{SSBU|Lucas}}, {{SSBU|Kazuya}}, and {{SSBU|Sora}}. The upward momentum of Mewtwo's double jump can be [[double jump cancel|canceled]] by inputting a special move or throwing an item.
*Mewtwo can [[double jump cancel|cancel the upward momentum of its double jump]] by inputting a special move or throwing an item.
*Mewtwo can [[wall jump]].
*Mewtwo can [[wall jump]].
*The inner hitboxes of Mewtwo's tail attacks deal more damage and knockback than the outer hitboxes.
*The inner hitboxes of all of Mewtwo's tail attacks deal more damage and knockback.
''For a gallery of Mewtwo's hitboxes, see [[Mewtwo (SSBU)/Hitboxes|here]].''
''For a gallery of Mewtwo's hitboxes, see [[Mewtwo (SSBU)/Hitboxes|here]].''


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|neutralcount=1
|neutralcount=1
|neutralinf=y
|neutralinf=y
|neutralname=Dark Flash ({{ja|ダークフラッシュ|Dāku Furasshu}}) / Dark Flame ({{ja|ダークフレイム|Dāku Fureimu}}) / Dark Finish ({{ja|ダークフィニッシュ|Dāku Finisshu}})
|neutralname=&nbsp;
|neutral1dmg=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 jabs in the game, usually able to deal around 20-30% even with good [[SDI]] from the opponent, especially when backed up against a wall or ledge.
|ftiltname=Tail Whip ({{ja|テイルウィップ|Teiru Uippu}})
|ftiltname=&nbsp;
|ftiltdmg=12% (near), 11% (mid), 10% (far)
|ftiltdmg=11% (near), 10% (mid), 9% (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=Mewtwo spins, then swings its tail forward. It is surprisingly strong for a move of its kind, with its near hitbox KOing at around 90% near the ledge and even its far hitbox KOing at around 130%. It can be angled up to function as an anti-air, and angled down to hit opponents hanging on the ledge. Its long range and high power allows it to function as an effective whiff punish, especially out of a pivot.
|utiltname=Quick Wiper ({{ja|クイックワイパー|Kuikku Waipā}})
|utiltname=&nbsp;
|utiltdmg=7% (clean near), 6% (clean mid, late near), 5.5% (clean far, close), 5% (late mid), 4% (late far)
|utiltdmg=7% (clean near), 6% (clean mid, late near), 5.5% (clean far, close), 5% (late mid), 4% (late far)
|utiltdesc=Telekinetically backflips to swing its tail in an overhead arcing motion. One of Mewtwo's best combo starters, as its hitboxes launch opponents at favorable angles for comboing into itself, an up smash, an aerial, or [[Confusion]] at low percentages. It can also be used for juggling and as an anti-air beginning at medium percentages, and can even KO at high percentages (around 145% for middleweights). It covers a very wide range, hitting opponents near Mewtwo's back, making it a reliable move for catching landings. Most of Mewtwo's tail is a hurtbox, however, so it is less useful as an anti-air against other characters with disjointed hitboxes that can beat it out.
|utiltdesc=Telekinetically backflips to swing its tail in an overhead arcing motion. One of Mewtwo's best combo starters, as its hitboxes launch opponents at favorable angles for comboing into itself, an up smash, an aerial, or [[Confusion]] at low percentages. It can also be used for juggling and as an anti-air beginning at medium percentages, and can even KO at high percentages (around 145% for middleweights). It covers a very wide range, hitting opponents near Mewtwo's back, making it a reliable move for catching landings. Most of Mewtwo's tail is a hurtbox, however, so it is less useful as an anti-air against other characters with disjointed hitboxes that can beat it out.
|dtiltname=Tail Sweep ({{ja|アンダースラップ|Andā Surappu}}, ''Under Slap'')
|dtiltname=Tail Sweep
|dtiltdmg=5% (near), 4.5% (mid), 4% (far)
|dtiltdmg=5% (near), 4.5% (mid), 4% (far)
|dtiltdesc=Crouches and spins around to swing its tail in front of itself. It is Mewtwo's fastest tilt with long range and low ending lag, making it good for close quarters combat. It is also among Mewtwo's best combo starters, being able to combo into an up tilt or any of Mewtwo's aerials. However, the sourspot on the tip of the tail does not lead to any combos, making it only useful for poking in the neutral. If it hits an opponent below the edge, it can confirm into a forward aerial for a potential KO combo at high percentages.
|dtiltdesc=Crouches and spins around to swing its tail in front of itself. It is Mewtwo's fastest tilt with long range and low endlag, making it good for close quarters combat. It is also among Mewtwo's best combo starters, being able to combo into an up tilt or any of Mewtwo's aerials. However, the sourspot on the tip of the tail does not lead to any combos, making it only useful for poking in the neutral. If landed on an opponent below the ledge, it can confirm into a forward aerial at KO percentages.
|dashname=Dark Torch ({{ja|ダークトーチ|Dāku Tōchi}})
|dashname=&nbsp;
|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
|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 ledge uncharged and its sourspot having respectable power as well. Due to it hitting on frame 19 and having 31 frames of ending lag, however, it is very punishable when whiffed or shielded at close range. It can be angled.
|usmashname=Galaxy Force ({{ja|ギャラクシーフォース|Gyarakushī Fōsu}})
|usmashname= Galaxy Force
|usmashdmg={{ChargedSmashDmgSSBU|2}} (hits 1-3), {{ChargedSmashDmgSSBU|10}} (hit 4)
|usmashdmg={{ChargedSmashDmgSSBU|2}} (hits 1-3), {{ChargedSmashDmgSSBU|10}} (hit 4)
|usmashdesc=Thrusts its arm upward to emit a swirling, 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 blast of dark energy resembling the shape of a galaxy. It can KO middleweights at around 90% if all hits connect and is very fast for its power, with its initial scooping hitbox coming out on frame 9 and its overhead hitbox frame 10. However, due to [[jostling]], the initial hitbox can sometimes miss even at point blank range, making it unreliable as an out of shield punish 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
|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 sending at an awkward 55° angle that makes optimal DI ambiguous. While it has noticeable startup at frame 21, its ending lag relative to its power and startup is extremely low, as Mewtwo can act out of it after 41 frames. Combined with its extra shield damage, it is safe on shield against most characters, and potentially even on whiff. This makes it a non-committal punish against landings, spotdodges, etc., helped by its lack of a sourspot. It can also act as a powerful 2-frame punish at the ledge due to its generous hitbox and three active frames. While it lacks a traditional sourspot, its outer hitbox only affects grounded opponents and deals less shield damage than its inner hitbox.
|nairname=Body Spark ({{ja|ボディスパーク|Bodi Supāku}})
|nairname= Body Spark
|nairdmg={{ShortHopDmgSSBU|1.6}} (hits 1-5), {{ShortHopDmgSSBU|4}} (hit 6)
|nairdmg={{ShortHopDmgSSBU|1.6}} (hits 1-5), {{ShortHopDmgSSBU|4}} (hit 6)
|nairdesc=Discharges electricity around itself with its limbs spread out. 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, hitting on both sides, although it is hard to consistently connect because of the extremely small hitboxes. Its linking hits can also drag opponents down if fast-falling, which can lead to follow-ups, gimps and kill confirms, most reliably into up smash.
|fairname=Shadow Scratch ({{ja|シャドースクラッチ|Shadō Sukuracchi}})
|fairname=Shadow Scratch
|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 ledge. It also boasts combo potential at low percentages, as it can also combo into itself, down tilt, Shadow Ball and more. It is a very safe poking option because of its range, safety on shield and low landing lag. However, it is susceptible to anti airs as it is not disjointed. It can also be used as an edgeguarding tool, albeit with some difficulty due to the hitbox.
|bairname=Air Tail ({{ja|エアテイル|Ea Teiru}})
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=&nbsp;
|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 blindspot below Mewtwo, and disjointed attacks like swords will beat out its hitbox, reducing its utility against some characters and making it a liability in disadvantage. It can KO at around 100% near the ledge, and much earlier offstage.
|uairname=Somersault Attack ({{ja|サマーソルトアタック|Samāsoruto Atakku}})
|uairname=&nbsp;
|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, a rising double jump up aerial can lead into a forward aerial as a situational KO confirm. However, it is difficult to hit short opponents when landing with the move.
|dairname=Meteor Kick ({{ja|メテオキック|Meteo Kikku}})
|dairname=&nbsp;
|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=Backflips to perform a dark energy-infused stomp. It is Mewtwo's most damaging aerial attack. It is also a very powerful [[meteor smash]] when sweetspotted in the air and has a rather large disjoint that extends below Mewtwo, making it a good edgeguarding and 2-framing option. Due to it hitting on frame 15, however, it has the highest amount of start-up lag out of Mewtwo's aerials. Its sourspot boasts respectable power and can combo into tilts at low percents and aerials at mid percents, or even KO by itself at high percentages, at around 140%.
|grabname=Psychic ({{ja|サイコキネシス|Saikokineshisu}}, ''Psychokinesis'')
|grabname=&nbsp;
|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=&nbsp;
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=A point-blank burst of dark energy. Average power and speed.
|pummeldesc=Releases a pulse of darkness into the opponent.
|fthrowname=Shadow Cannon ({{ja|シャドーマシンガン|Shadō Mashin Gan}}, ''Shadow Machine Gun'')
|fthrowname=Shadow Cannon
|fthrowdmg=3% (throw), 2.4% (Shadow Balls)
|fthrowdmg=3% (throw), 2% (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 five [[Shadow Ball]]s at them. It deals 13% if all hits connect, making it among the most damaging throws in the game. However, the Shadow Balls can be reflected by a {{SSBU|Hero}} with [[Command Selection|Bounce]] or any opponent wearing a [[Franklin Badge]], and other nearby opponents with reflectors and/or absorption moves can choose to intercept it, while opponents can also DI to avoid some of the projectiles at higher percentages and mitigate the throw's damage. While it does not possess any true follow-ups, it has relatively low endlag and leaves the opponent in a favorable position to cover their options with a running up tilt, dash attack, back aerial, etc. If the opponent fails to DI all of the Shadow Balls 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=&nbsp;
|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 ledge.
|uthrowname=Psychic Whirlwind ({{ja|ワールスロー|Wāru Surō}}, ''Whirl Throw'')
|uthrowname=Psychic Whirlwind
|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}} for the third strongest up throw in the game, only losing to {{SSBU|Charizard}}'s and {{SSBU|Olimar}}'s Blue Pikmin variant. 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=&nbsp;
|dthrowdmg=4% (hit 1), 5% (throw)
|dthrowdmg=4% (hit 1), 5% (throw)
|dthrowdesc=Telekinetically slams the opponent to the ground, and then somersaults in order to strike them with its tail. 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 up tilt at low percentages, and forward aerial at mid-high percentages, 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 mixup to forward throw. At mid to high percentages, it can force the opponent onto a platform if used below one, leading to a [[tech-chase]] situation where Mewtwo can potentially follow up with an aerial, up smash, or even [[Disable]] with the right read.
|floorfname=&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 large, blackish violet sphere of dark energy]] between its hands, then thrusts its hands forward to launch the sphere. Depending on its charge and the opponent's percent, Shadow Ball can combo into almost any move, including, but not limited to, down tilt, up tilt, grab, dash attack, forward aerial, and up smash, potentially even leading to a KO with the latter two. It can be b-reversed and wavebounced, giving Mewtwo tricky movement mixups to use in the neutral and when landing. Like all of Mewtwo's specials, it can be used to cancel the upward momentum of Mewtwo's double jump. When fully charged, Shadow Ball travels faster, is harder to clank with and can KO at mid-high percents. Because of these attributes, it is one of Mewtwo's best tools in the neutral game.
|ssname=Confusion
|ssname=Confusion
|ssdmg=1.15% (hits 1-7), 1% (throw), 1.4× (reflected projectiles)
|ssdmg=1.15% (hits 1-7), 1% (throw), 1.4× (reflected projectiles)
|ssdesc=Swipes forward to [[bulbapedia:Confusion (move)|emit a ripple of psychic energy]] from its hand. It has impressive utility, courtesy of it functioning both as a [[reflector]] and a [[Grab#Special_moves_that_can_grab|command grab]], making it a viable option when landing, recovering or getting up from the 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 ledge. As a grab, the ripple spins opponents around and leaves them [[tumbling]] at a frame disadvantage dependent on their damage. If used in the air at 140%, it can combo into forward aerial, ensuring a KO unless the opponent has a frame 1 combo breaker. If the opponent doesn't 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 [[ledge-cancel]], although its precise ledge-canceling window and tendency to "bounce" off surfaces can often cause Mewtwo to overshoot the ledge entirely, leading to accidental [[self-destruct]]s offstage and making it a very risky endeavor.
|dsname=Disable
|dsname=Disable
|dsdmg=1%
|dsdmg=1%
|dsdesc=[[bulbapedia:Disable (move)|Emits a minuscule spark of psychic energy]] from its eyes 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 from frames 10 to 16, allowing it to beat out attacks when timed properly. Combined with its deceptively long range, it can also be used as a surprise landing option against unaware opponents.
|fsname=Psystrike
|fsname=Psystrike
|fsdmg=40%
|fsdmg=40%
|fsdesc=[[bulbapedia:Mega Evolution|Mega Evolves]] into Mega Mewtwo Y and performs {{iw|bulbapedia|Psystrike|move}}, its {{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 {{s|bulbapedia|signature move}} in the ''Pokémon'' games. Psystrike is a powerful sphere of psychic energy that plows through both opponents and walls, and any opponent caught will be stunned before being launched by an intense, mind-shattering blow. Incredibly powerful, KOing at around 50% from center stage.
}}
 
===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
| ellag=5 | rellag=76-86
}}
}}
===[[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
Line 255: Line 194:


===[[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 Pokémon Stadium games. If Mewtwo is holding an item, the item will telekinetically twirl around with it on the final spin.
*'''Side Taunt''': Surrounds itself in a flame-like aura of 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 Lucario's up taunt.
*'''Down Taunt''': After turning to face the screen, it waves its hand in a circular motion in front of itself. It then proceeds to thrust its opposite arm forward while emitting a small 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 spark of dark energy from its palm. If Mewtwo is holding an item, the item will orbit telekinetically around its body as it does this.
<gallery>
<gallery>
SSBUMewtwoTaunt1.gif|Mewtwo's up taunt.
SSBUMewtwoTaunt1.gif|Mewtwo's up taunt.
Line 268: Line 207:
*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>


===[[Crowd cheer]]===
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, German/Italian, Dutch, French">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
|-
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!Cheer (English)
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Japanese/Chinese)
!Cheer (German/Italian)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (Dutch)
!Cheer (French)
!Cheer (French)
|-
|-
! scope="row"|Cheer
! scope="row"|Cheer
|[[File:Mewtwo Cheer English SSBU.ogg|center]]||[[File:Mewtwo Cheer Japanese SSBU.ogg|center]]||[[File:Mewtwo Cheer German & Italian SSB4 SSBU.ogg|center]]||[[File:Mewtwo Cheer Dutch SSBU.ogg|center]]||[[File:Mewtwo Cheer French SSBU.ogg|center]]
|[[File:Mewtwo Cheer English SSBU.ogg|center]]||[[File:Mewtwo Cheer Japanese SSBU.ogg|center]]||[[File:Mewtwo Cheer Italian SSBU.ogg|center]]||[[File:Mewtwo Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Mewtwo Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Mewtwo Cheer French PAL SSBU.ogg|center]]
|-
|-
! scope="row"|Description
! scope="row"|Description
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|}
|}
</div>
</div>
<div class="tabbertab" title="Spanish, Russian, Korean">
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
|-
!{{{name|}}}
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Russian)
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|-
|-
! scope="row"|Cheer
! scope="row"|Cheer
|[[File:Mewtwo Cheer Spanish SSB4 SSBU.ogg|center]]||[[File:Mewtwo Cheer Russian SSBU.ogg|center]]||[[File:Mewtwo Cheer Korean SSBU.ogg|center]]
|[[File:Mewtwo Cheer German SSBU.ogg|center]]||[[File:Mewtwo Cheer Spanish SSBU.ogg|center]]||[[File:Mewtwo Cheer Russian SSBU.ogg|center]]||[[File:Mewtwo Cheer Korean SSBU.ogg|center]]
|-
|-
! scope="row"|Description
! scope="row"|Description
|Mewwww-two! || Mew -- two! || Mew - two!
|Mewwww-two! *claps 3 times* || Mewwww-two! || Mew -- two! || Mew - two!
|}
|}
</div>
</div>
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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 radiating a dark aura, Mewtwo raises its left hand in front of itself while pulling back its right hand. Mewtwo then thrusts its right hand forward, emitting dark energy sparks from its palm. Mewtwo emits an ominous growl throughout the pose. In Japanese, it says "{{ja|私は負けるわけにはいかない!|Watashi wa makeru wake ni wa ikanai!}}", which translates to "I cannot afford to lose!"
*'''Up:''' Mewtwo crosses its arms as it turns its back to the screen, and 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:''' Does a single spin while levitating, then poses with a dark aura bursting from its body as it laughs. In Japanese, it says "{{ja|愚かな!|Orokana!}}", which translates to "Foolish!"
[[File:PokemonSeriesVictoryThemeUltimate.ogg|thumb|A small excerpt of the [[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 title theme of ''Pokémon Red, Blue, Yellow, and Green Versions'', a track which would go on to become the ''Pokémon'' main theme and the title theme for the entire series.]]
<gallery>
<gallery>
MewtwoVictoryPose1SSBU.gif
MewtwoVictoryPose1SSBU.gif
Line 319: Line 259:
</gallery>
</gallery>


==In [[competitive play]]==
==In competitive play==
===Most historically significant players===
Initially, Mewtwo was believed to be even better than its ''SSB4'' iteration, despite its top-tier placement in that game. This was because of its improved KO power and its main weakness, its endurance, being seemingly toned down as its weight was increased, while the universal mobility changes significantly benefit Mewtwo. As such, many pre-release tier lists thought of Mewtwo to be a high- or even top-tier character, and potentially one of the best characters in the game.
<!--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 -->
 
However, as time went by, many have noticed Mewtwo's flaws becoming more prominent; most notoriously, Mewtwo's tail hurtbox has been extended, which has caused it to be clipped by many attacks from a noticeable range. Additionally, its disadvantage state has been significantly nerfed due to the changes to air dodging, made even worse due to its increased hurtbox size.
 
As a result of its nerfs from ''[[Smash 4]]'', Mewtwo has not made an impact in ''Ultimate''{{'}}s metagame. Most of Mewtwo's playerbase from ''Smash 4'' have dropped it in favor of other characters, leaving it with a below average representation. Although Mewtwo initially received favorable success from {{Sm|SDX}}, he has since dropped the character.
 
Game updates slightly addressed some of Mewtwo's biggest flaws, allowing it to gain more attention in the eyes of some players. After decent regional placements by players such as {{Sm|Zenkai}} and {{Sm|????}}, {{Sm|MkLeo}} managing to beat {{Sm|Tweek}} with Mewtwo, and gaining more buffs in patch 8.0.0, Mewtwo is generally considered to be around mid-tier. The character's playerbase 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.


''See also: [[:Category:Mewtwo players (SSBU)]]''
===Notable players===
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->


*{{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.
''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|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.
====Active====
*{{Sm|????|USA}} - Co-mains Mewtwo with {{SSBU|Ice Climbers}} and is considered the best Mewtwo player in the Midwest. Placed 1st at [https://smash.gg/tournament/midwest-arcadian/events/ultimate-singles/brackets Midwest Arcadian], 17th at {{Trn|Holiday Heist 5}}, and 49th at {{Trn|Frostbite 2020}}. Ranked 10th on the [[Michigan Power Rankings]].
*{{Sm|Cigotoast|Spain}} - The best Mewtwo player in Spain. Placed 33rd at {{Trn|Tech Republic IV}} and is ranked 12th on the [[Spanish Power Rankings]]. Has wins over {{Sm|sisqui}}, {{Sm|AndresFn}}, {{Sm|Rydle}}, {{Sm|El_Bardo}}, and {{Sm|ForTseKe}}.
*{{Sm|Grade|Canada}} - The best Mewtwo player in Canada. Placed 7th at {{Trn|The Pinnacle 2018}} with both Mewtwo and {{SSBU|Wolf}}, and 17th at {{Trn|Play With Heart}} with solo Mewtwo. Ranked 11th on the [[British Columbia Power Rankings]].
*{{Sm|Kento|Japan}} - The best solo Mewtwo player in Japan. Placed 33rd at {{Trn|Sumabato SP 1}}, has wins over players such as {{Sm|Nishiya}}, {{Sm|Lunamado}}, {{Sm|Jihanki}} and {{Sm|Desumo}}.
*{{Sm|WaDi|USA}} (#20) - Uses Mewtwo as a secondary. Placed 1st at {{Trn|Ultimate at The Cave}}, 2nd at {{Trn|Clash Of The Carolinas III}}, and 3rd at {{Trn|SwitchFest 2019 Kickoff}}. Has wins over {{Sm|Seagull Joe}} and {{Sm|Dexter|p=Maryland}} with Mewtwo.
*{{Sm|Zenkai|USA}} - The best Mewtwo player in the United States and one of the best Mewtwo players in the world after SDX dropped the character. Placed 17th at both {{Trn|Tri-state Showdown: Fall 2019}} and {{Trn|Overclocked Ultimate IV}}, 25th at {{Trn|Return to Yoshi's Island}}, 33rd at {{Trn|Smash at The Paramount}}, and 49th at {{Trn|Frostbite 2020}}. Has wins over {{Sm|Ralphie}},{{Sm|Venia}}, {{Sm|Mr. E}}, {{Sm|Sandstorm}}, and {{Sm|Magister}}.


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.
====Inactive====
*{{Sm|Compact|Japan}} - Formerly mained Mewtwo, but has since dropped it for {{SSBU|Palutena}}. Placed 25th at {{Trn|KVOxTSB 2019}} and 33rd at {{Trn|Umebura SP}} using Mewtwo.
*{{Sm|Moke|England}} - Placed 5th at {{Trn|North East Smash Arena 3}} and 9th at {{Trn|Manchester Conquest 1}} before switching to {{SSBU|Greninja}}. Had wins over {{Sm|Willz}}, {{Sm|RobbieAK47}}, and {{Sm|demon_B}}.
*{{Sm|SDX|USA}} - The best Mewtwo player in the world prior to his hiatus. Has since dropped the character for {{SSBU|Joker}}. Placed 2nd at {{Trn|No Fun Allowed 3}}, 9th at {{Trn|Glitch 6}}, 17th at {{Trn|GENESIS 6}}, 25th at {{Trn|Let's Make Moves}}, and 33rd at {{Trn|Frostbite 2019}}. He has defeated {{Sm|Awestin}}, {{Sm|Jw}}, {{Sm|NickC}}, {{Sm|Gen}}, {{Sm|Abadango}}, and {{Sm|NAKAT}}.
*{{Sm|Tezii|USA}} - Ranked 9th on the [[Oregon Power Rankings#Super Smash Bros. Ultimate rankings|Oregon Ultimate Power Rankings]] and placed 65th at {{Trn|Glitch 8}}. Has wins over {{Sm|Biggymouth}}, {{Sm|Active}}, and {{Sm|H4DS}}.


=={{SSBU|Classic Mode}}: Psychic Control==
=={{SSBU|Classic Mode}}: Psychic Control==
[[File:SSBU Congratulations Mewtwo.png|thumb|Mewtwo's congratulations screen.]]
[[File:SSBU Congratulations Mewtwo.png|thumb|Mewtwo's congratulations screen.]]
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.
Each round, Mewtwo is allied with previous opponents under the notion that its teammates are under its mental control; these teammates typically represent characters that have been brainwashed in their respective home series.


{|class="wikitable" style="text-align:center"
{|class="wikitable" style="text-align:center"
!Round!!Opponent!!Stage!!Music!!Notes
!Round!!Opponent!!Stage!!Music!!Notes
|-
|-
|1||{{CharHead|Ness|SSBU|hsize=20px}} and {{CharHead|Lucas|SSBU|hsize=20px}}||[[Fourside]]||''{{SSBUMusicLink|EarthBound|Fourside (Melee)}}''||Both characters use PSI attacks, which are similar to Mewtwo's psychic powers. Mewtwo itself is also similar to {{iw|wikibound|Giygas}}/Giegue as he appears in ''{{iw|wikibound|EarthBound Beginnings}}''.
|1||{{CharHead|Ness|SSBU|hsize=20px}} and {{CharHead|Lucas|SSBU|hsize=20px}}||[[Fourside]]||''{{SSBUMusicLink|EarthBound|Fourside (Melee)}}''||
|-
|-
|2||{{CharHead|Cloud|SSBU|hsize=20px}}||[[Midgar]]||''{{SSBUMusicLink|EarthBound|Snowman}}''||{{Head|Lucas|g=SSBU|s=20px|cl=Grey}} Lucas is a CPU ally. His costume is based on the {{iw|wikibound|Masked Man}}, a form his twin brother, {{iw|wikibound|Claus}}, assumed upon being brainwashed by {{iw|wikibound|Porky Minch}} in ''Mother 3''.
|2||{{CharHead|Cloud|SSBU|hsize=20px}}||[[Midgar]]||''{{SSBUMusicLink|EarthBound|Snowman}}''||{{Head|Lucas|g=SSBU|s=20px|cl=Grey}} Lucas is a CPU ally. His costume is based on the {{s|wikibound|Masked Man}}, a form his twin brother, {{s|wikibound|Claus}}, assumed upon being brainwashed by {{s|wikibound|Porky Minch}} in ''Mother 3''.
|-
|-
|3||{{CharHead|Ryu|SSBU|hsize=20px}} and {{CharHead|Ken|SSBU|hsize=20px}}||[[Suzaku Castle]]||''{{SSBUMusicLink|Final Fantasy|Fight On!}}''||{{Head|Cloud|g=SSBU|s=20px|cl=Advent}} Cloud is a CPU ally. Cloud was brainwashed briefly by [[Sephiroth]] in ''Final Fantasy VII''.
|3||{{CharHead|Ryu|SSBU|hsize=20px}} and {{CharHead|Ken|SSBU|hsize=20px}}||[[Suzaku Castle]]||''{{SSBUMusicLink|Final Fantasy|Fight On!}}''||{{Head|Cloud|g=SSBU|s=20px|cl=Advent}} Cloud is a CPU ally. Cloud's mind was briefly taken over by [[Sephiroth]] in ''Final Fantasy VII''.
|-
|-
|4|| {{CharHead|Richter|SSBU|hsize=20px}}||[[Dracula's Castle]]||''{{SSBUMusicLink|Street Fighter|Vega Stage}}''||{{Head|Ken|g=SSBU|s=20px|cl=Grey}} Ken is a CPU ally. Ken's costume is based on Violent Ken, a form he assumed upon being brainwashed by M. Bison in ''SNK vs. Capcom: SVC Chaos'' and ''Ultra Street Fighter II: The Final Challengers''.
|4|| {{CharHead|Richter|SSBU|hsize=20px}}||[[Dracula's Castle]]||''{{SSBUMusicLink|Street Fighter|Vega Stage}}''||{{Head|Ken|g=SSBU|s=20px|cl=Grey}} Ken is a CPU ally. His costume is based on Violent Ken, a form he assumed upon being brainwashed by M. Bison in ''SNK vs. Capcom: SVC Chaos'' and ''Ultra Street Fighter II: The Final Challengers''.
|-
|-
|5||{{CharHead|Palutena|SSBU|hsize=20px}} and {{CharHead|Pit|SSBU|hsize=20px}}||[[Skyworld]]||''{{SSBUMusicLink|Castlevania|Lament of Innocence}}''||{{Head|Richter|g=SSBU|s=20px|cl=Black}} Richter is a CPU ally. Richter was brainwashed by Shaft in ''Castlevania: Symphony of the Night''.
|5||{{CharHead|Palutena|SSBU|hsize=20px}} and {{CharHead|Pit|SSBU|hsize=20px}}||[[Skyworld]]||''{{SSBUMusicLink|Castlevania|Lament of Innocence}}''||{{Head|Richter|g=SSBU|s=20px|cl=Black}} Richter is a CPU ally. Richter was brainwashed by Shaft in ''Castlevania: Symphony of the Night''.
|-
|-
|6||{{CharHead|Pikachu|SSBU|hsize=20px}}, {{CharHead|Pichu|SSBU|hsize=20px}}, {{CharHead|Jigglypuff|SSBU|hsize=20px}}, and {{CharHead|Lucario|SSBU|hsize=20px}}||[[Kalos Pokémon League]]||''{{SSBUMusicLink|Kid Icarus|Destroyed Skyworld}}''||{{Head|Pit|g=SSBU|s=20px|cl=Black}} Pit is a CPU ally. Pit lost control of [[icaruspedia:Pit's Body|his body]] due to the {{iw|icaruspedia|Chaos Kin}} sealing his soul into [[icaruspedia:Ring of Chaos|a ring]] in ''Kid Icarus: Uprising''.
|6||{{CharHead|Pikachu|SSBU|hsize=20px}}, {{CharHead|Pichu|SSBU|hsize=20px}}, {{CharHead|Jigglypuff|SSBU|hsize=20px}}, and {{CharHead|Lucario|SSBU|hsize=20px}}||[[Kalos Pokémon League]]||''{{SSBUMusicLink|Kid Icarus|Destroyed Skyworld}}''||{{Head|Pit|g=SSBU|s=20px|cl=Black}} Pit is a CPU ally. Pit lost control of [[icaruspedia:Pit's Body|his body]] due to the {{s|icaruspedia|Chaos Kin}} sealing his soul into [[icaruspedia:Ring of Chaos|a ring]] in ''Kid Icarus: Uprising''.
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|Bonus Stage
|-
|-
|Final||{{SSBU|Master Hand}} and {{SSBU|Crazy Hand}}||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Pokémon|Battle! (Lorekeeper Zinnia)}}''||{{Head|Pikachu|g=SSBU|s=20px|cl=Red}} Pikachu is a CPU ally. {{iw|bulbapedia|Ash's Pikachu}} was [[bulbapedia:Pikachutwo|cloned]] by [[bulbapedia:Mewtwo (original series)|Mewtwo]] in [[bulbapedia:M01|''Pokémon: The First Movie'']], and was mind controlled by a Drowzee in the anime episode [[bulbapedia:EP086 |''Pikachu Re-Volts'']].
|Final||{{SSBU|Master Hand}} and {{SSBU|Crazy Hand}}||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Pokémon|Battle! (Lorekeeper Zinnia)}}''||{{Head|Pikachu|g=SSBU|s=20px|cl=Red}} Pikachu is a CPU ally. {{s|bulbapedia|Ash's Pikachu}} was [[bulbapedia:Pikachutwo|cloned]] by [[bulbapedia:Mewtwo (original series)|Mewtwo]] in ''Pokémon: The First Movie''.
|}
|}
Note: Each round uses a track taken from the series fought in the previous Round.
Note: Each round uses a track taken from the series fought in the previous round.
 
Note 2: Items are disabled in Round 3.


[[Credits]] roll after completing Classic Mode. Completing it as Mewtwo has ''{{SSBUMusicLink|Pokémon|Victory Road - Pokémon Ruby / Pokémon Sapphire}}'' accompany the credits.
Credits roll after completing Classic Mode. Completing it as Mewtwo has ''{{SSBUMusicLink|Pokémon|Victory Road - Pokémon Ruby / Pokémon Sapphire}}'' accompany the credits.
{{clr}}
{{clr}}


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Mewtwo was among the fighters that were summoned to fight the army of [[Master Hand]]s.
Mewtwo was among the fighters that were summoned to fight the army of [[Master Hand]]s.


During the opening cutscene, Mewtwo was present on the cliffside when [[Galeem]] unleashed his beams of light. Mewtwo and {{SSBU|Zelda}} attempted to reflect the beams using [[Confusion]] and [[Nayru's Love]], respectively. However, their efforts failed, with both being vaporized and placed under Galeem's imprisonment, along with the rest of the fighters (excluding {{SSBU|Kirby}}).
During the opening cutscene, Mewtwo was present on the cliffside when [[Galeem]] unleashed his beams of light. Mewtwo and {{SSBU|Zelda}} attempted to reflect the beams using [[Confusion]] and [[Nayru's Love]] respectively; this effort failed, with both being vaporized and placed under Galeem's imprisonment, along with the rest of the fighters (excluding {{SSBU|Kirby}}).


Mewtwo was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. It can be found in the [[Mysterious Dimension]] sub-area, where its location will be accessed during the quiz segment asking which spirit cannot be inhaled by Kirby (the answer for Mewtwo being [[List of spirits (Kirby series)#Whispy Woods|Whispy Woods]]).
Mewtwo was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. It can be found in the [[Mysterious Dimension]] sub-area, where its location will be accessed during the quiz segment asking which spirit cannot be inhaled by Kirby (the answer for Mewtwo being [[List of spirits (Kirby series)#Whispy Woods|Whispy Woods]]).
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|''{{SSBUMusicLink|Pokémon|Battle! (Dialga/Palkia) / Spear Pillar}}''
|''{{SSBUMusicLink|Pokémon|Battle! (Dialga/Palkia) / Spear Pillar}}''
|}
|}
{{clr}}
{{-}}


==[[Spirit]]s==
==[[Spirit]]s==
Mewtwo's fighter spirit can be obtained by completing {{SSBU|Classic Mode}} as Mewtwo. It is also available periodically for purchase in the shop for 300 Gold, but only after Mewtwo has been unlocked. Unlocking Mewtwo in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Its fighter spirit has an alternate version that replaces it with its artwork in ''Ultimate''.
Mewtwo's fighter spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Mewtwo in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each fighter spirit has an alternate version that replaces them with their artwork in ''Ultimate''.


Additionally, one of Mewtwo's Mega Evolutions, Mega Mewtwo Y, appears as a primary spirit.
Additionally, one of Mewtwo's Mega Evolved forms appears as a Primary Spirit.


<center>
<center>
Line 408: Line 359:
</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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|-
|-
|style="background-color:#EEE;"|{{SSBUMusicLink|Other|Floral Fury}}<ref group="SB" name="DLC"/>
|style="background-color:#EEE;"|{{SSBUMusicLink|Other|Floral Fury}}<ref group="SB" name="DLC"/>
|-
|1,496
|{{SpiritTableName|FU (Jess-Baptiste VI)|size=64}}
|''No More Heroes'' Series
|•{{SSBU|Mewtwo}} {{Head|Mewtwo|g=SSBU|s=20px|cl=Purple}}
|{{SpiritType|Grab}}
|9,400
|{{SSBU|Final Destination}}
|•Assist Trophy Enemies ([[Ghirahim]])<br>•Item: [[Black Hole]]
|•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"}}
|
|-
|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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==Gallery==
==Gallery==
<gallery>
<gallery>
Pokémon Smash Bros.png|Artwork of all the playable Pokémon and Poké Ball Pokémon, as posted by the official ''Pokémon'' Twitter account.
Pokémon Smash Bros.png|Artwork of all playable Pokémon characters and Poké Ball Pokémon, as posted by the official Pokémon Twitter account.
SSBU Mewtwo Number.png|Mewtwo's fighter card.
SSBU Mewtwo Number.png|Mewtwo's fighter card.
Mewtwo unlock notice SSBU.jpg|Mewtwo's unlock notice.
Mewtwo unlock notice SSBU.jpg|Mewtwo's unlock notice.
SSBUWebsiteMewtwo1.jpg|Mewtwo [[idling]] on [[Wily Castle]].
SSBUWebsiteMewtwo1.jpg|Mewtwo [[idling]] on [[Wily Castle]].
SSBUWebsiteMewtwo2.jpg|[[Taunting]] on [[Lylat Cruise]].
SSBUWebsiteMewtwo2.jpg|[[Taunting]] on [[Lylat Cruise]].
SSBUWebsiteMewtwo3.jpg|Using [[Shadow Ball]] on [[Spirit Train]].
SSBUWebsiteMewtwo3.jpg|Releasing a [[Shadow Ball]] on [[Spirit Train]].
SSBUWebsiteMewtwo4.jpg|Taunting with {{SSBU|Lucario}} and {{SSBU|Fox}} on [[Coliseum]].
SSBUWebsiteMewtwo4.jpg|Taunting with {{SSBU|Lucario}} and {{SSBU|Fox}} on [[Coliseum]].
SSBUWebsiteMewtwo5.jpg|Using [[Disable]] on {{SSBU|Rosalina}} on [[Pokémon Stadium]].
SSBUWebsiteMewtwo5.jpg|Using [[Disable]] on {{SSBU|Rosalina}} on [[Pokémon Stadium]].
SSBUWebsiteMewtwo6.jpg|Alongside 3 [[Olimar (SSBU)|Pikmin]] on [[Onett]].
SSBUWebsiteMewtwo6.jpg|In its black alternate color with [[Olimar (SSBU)|Pikmin]] on [[Onett]].
SSBUWebsitePichu3.jpg|Alongside {{SSBU|Pichu}} on [[Spear Pillar]].
SSBUWebsitePichu3.jpg|Battling {{SSBU|Pichu}} on [[Spear Pillar]].
</gallery>
</gallery>


===Fighter Showcase Video===
===Character Showcase Video===
{{#widget:YouTube|id=BcCpZHVIv9Q}}
{{#widget:YouTube|id=BcCpZHVIv9Q}}


==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 ''Ultimate'' resembles its [[bulbapedia:File:150Mewtwo.png|artwork]] for [[bulbapedia:Pokémon FireRed and LeafGreen Versions|''Pokémon FireRed/LeafGreen'']], albeit with its hands and legs posed slightly differently.
**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 was confirmed to be a playable character in ''Ultimate'' before Pikachu, making this the first time Pikachu was not the first Pokémon to be announced as part of the roster.
*Mewtwo'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 the Asian websites until December 7, Mr. Game & Watch was the last character added to the blog on non-Asian websites.
**However, due to {{SSBU|Mr. Game & Watch}}'s blog page only being available on Asian websites until December 7th, Mr. Game & Watch was the last character added to the blog on non-Asian websites.
*Mewtwo is the only character who has its victory grunts/laughter omitted from the English Sound Test.
*Mewtwo is the only character whose victory grunts/laughter are omitted from the English Sound Test.
**Additionally, if the game's language is currently set to either Spanish, German, Dutch or Russian, all victory poses will have Mewtwo mute. This is due to game incorrectly loading up the voice clips from the Japanese version, which is not present on 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.
*Mewtwo is one of three characters whose Classic Mode route centers around protagonists and heroes for opponents. The other two who share this attribute are {{SSBU|Dark Samus}} and {{SSBU|Ganondorf}}. All three of these characters face heroes/protagonists from their own series.
*Mewtwo, {{SSBU|Dark Samus}} and {{SSBU|Ganondorf}} are the only fighters whose Classic Mode routes center around protagonists and heroes for opponents. All of these fighters face heroes/protagonists from their own home series.
**Similar to [[Dark Samus]], Mewtwo's teammates are based on being possessed to fight other opponents for its Classic Mode route, thus making Mewtwo's route an inverse of {{SSBU|Joker}}'s.
**Similarly to [[Dark Samus]], Mewtwo's teammates are based on the premise of them being brainwashed to fight other opponents for its Classic Mode route, thus making Mewtwo's route an inverse of {{SSBU|Joker}}'s.
*There's currently a positioning glitch when Mewtwo performs an [[air dodge]] when facing left. It will be facing away from the screen when disappearing and reappearing.
*There is currently a positioning glitch when Mewtwo performs an [[air dodge]] when it is facing left. It will be facing away from the screen when disappearing and reappearing.
*Mewtwo is the only character who can [[stun]] other fighters in ''Ultimate'' without the use of items or breaking shields.
*Mewtwo is the only fighter who can [[stun]] other fighters in ''Ultimate'' without the use of items or breaking shields.
*Mewtwo, {{SSBU|Cloud}}, the {{SSBU|Hero}} and {{SSBU|Sephiroth}} are the only four playable characters to speak in Japanese in at least one version of the game to never speak in English in any version of the game.
*Mewtwo, {{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 four, Mewtwo is the only one who is not a property of Square Enix and is a first-party character.
**Out of those fighters, Mewtwo is the only one who is a first-party character and not property of Square Enix.
*Uniquely, when Mewtwo is under the effect of either [[Poison]], {{SSBU|Joker}}'s [[Eiha / Eigaon]], or any of {{SSBU|Olimar}}'s {{b|Pikmin|species}}, it uses the same expression used for the startup of [[Disable]], and as a result, its eyes flash green until the effect wears off.
**Coincidentally, all of these fighters have been available via [[downloadable content]] at one point.
*Mewtwo’s Classic Mode route is the only one which features music that is neither from the stage’s universe nor that of the played fighter's universe. Instead the music is from the ally's universe, with the exceptions being the first round (which has no allies) and the final round (where Mewtwo and Pikachu are both from the ''Pokémon'' universe).
*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.
*Datamining Mewtwo's sound files reveal its defeat voice clip when KO'd by reaching 0 HP during its final stock in [[Stamina Mode]] has a "Japanese" variant, much like its victory voice clips. However, the clip is otherwise identical to the "international" variant.
*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.
*Mewtwo is the only playable Pokémon in ''Ultimate'' whose special moveset contains more than 4 moves from the ''Pokémon'' {{iw|bulbapedia|core series}}.
*Mewtwo's shielding sound effect plays one frame earlier that everyone else's.
 
==References==
{{reflist}}


{{SSBUCharacters}}
{{SSBUCharacters}}

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