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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 the rest of the returning roster. Like in ''[[Super Smash Bros. Melee]]'', Mewtwo is once again an unlockable character. Mewtwo is classified as [[Fighter number|Fighter #24]]. | |||
'''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 | |||
{{ | {{s|wikipedia|Keiji Fujiwara}}'s portrayal of Mewtwo from ''[[Super Smash Bros. 4]]'' was repurposed for ''Ultimate''. This is the last game for which Keiji Fujiwara voiced the character before he passed away in April 2020. | ||
==How to unlock== | ==How to unlock== | ||
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==Attributes== | ==Attributes== | ||
Mewtwo is a character that fills many archetypes, and despite being relatively large with a slew of powerful moves, a [[weight|lightweight]] fighter. Its overall mobility is outstanding, as it boasts among the fastest [[walk]]ing, [[dash]]ing, and [[air speed]]s in the game. It also possesses the highest [[double jump]]. It also has average [[falling speed]], above average [[traction]], and below average [[gravity]]. | |||
Mewtwo is a large | |||
Mewtwo's overall damage output is very high, | Mewtwo's overall damage output is very high, primarily due to its grounded moves. [[/Neutral attack|Neutral attack]] is a decently disjointed [[rapid jab]] that regularly racks up 20% or more damage if the opponent is caught at close range, but it is unsafe on shield. [[/Forward tilt|Forward tilt]] has good range and a sweetspot that can KO near the ledge at high percents, yet also has noticeable startup and punishable endlag. In addition to its somewhat surprising amount of power, it can also be angled to serve as a niche anti-air or ledge-hanging punish option. [[/Down tilt|Down tilt]] boasts relatively low ending [[lag]], quick startup, 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 it is not technically safe 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 | On the contrary, [[/Down smash|down smash]] is safe on shield and is notorious for causing immense shield damage if it connects. Nonetheless, it is still a risky move to throw out in neutral, due to it having the most amount of startup among all of Mewtwo's smash attacks and being one of few down smashes in the entire game to only hit on one side. In contrast, [[/Up smash|up smash]] has the quickest startup of all Mewtwo's smash attacks and is a great anti-air to catch forced landings, but also has the highest ending lag and is generally the most punishable move in Mewtwo's kit. [[/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 percents close to ledge), but has noticeable endlag and is also not safe on shield if landed at close range. These traits make Mewtwo one of the strongest characters in the game in terms of outright KO power, though it is optimal for players to not play too close to opponents with quick movement, disjointed range, or attacks that are fast enough to punish any mistakes. However, Mewtwo can also use its great ground speed to move in and punish mistakes using these moves, making it necessary for high-level players to recognize when to approach offensively. | ||
Mewtwo's aerials are some of the best in the game, with generally quick | Mewtwo's aerials are some of the best in the game, with generally quick startup, low landing lag and great power. [[/Forward aerial|Forward aerial]] is a safe poke when spaced on landing, low percent combo starter and KO option. [[/Neutral aerial|Neutral aerial]] is a multihit move, a combo starter at all percents, and also a safe poke when spaced. It is also Mewtwo’s best out-of-shield option due to his aerial speed allowing him to safely escape pressure (compared to committing to a laggy up smash). Though his forward and neutral aerial are fast and threatening, they lack range and are only slightly disjointed. This makes Mewtwo's approach game with these moves significantly weaker against opponents that have good range or fast anti-airs. [[/Back aerial|Back aerial]] is Mewtwo's second slowest aerial, primarily being used to wall out offstage opponents who have poor range and/or recoveries. However, it can easily be beaten by disjoints, cannot reliably hit close to ground at any height, and leaves Mewtwo's tail very vulnerable if it whiffs. As a result, it cannot fulfill the role of giving Mewtwo good effective range in the neutral game. [[/Down aerial|Down aerial]] has the most startup of Mewtwo's aerials, but is a very strong [[meteor smash]] when sweetspotted, has a decently disjointed hitbox directly beneath Mewtwo, and can also serve as a situational low- to mid-percent combo starter. | ||
[[ | Mewtwo's [[/Neutral special|neutral special]], [[Shadow Ball]], has excellent versatility, as it can combo into virtually any of Mewtwo's quicker moves at any percent depending on the charge of the projectile. When fully charged, it also becomes a reliable KO move at high percents, and deals decent [[shield]] damage for good measure. In midair, it can even be used as a landing mixup, as the recoil from the fully charged variant pushes Mewtwo back a considerable distance. Mewtwo can utilize techs like [[wavebounce]]s, [[B-reverse]]s, Shadow Ball cancels and turnaround specials to make its movement even more tricky, improving its baits and punishes. However, it has a decent amount of startup, making it risky to use at close range. Its [[/Side special|side special]], [[Confusion]], is a command grab with decent range that doubles as a somewhat slow but very active [[reflector]] and can be used for combo setups, though alert opponents can react out of it before Mewtwo below a certain percent (see the Moveset section). Its [[/Down special|down special]], [[Disable]], is a risky option in most situations due to its startup, high ending lag and its requirement that the opponent be facing Mewtwo on the ground for it to work. However, if landed at mid to high percents, it more often than not leads to a guaranteed stock by allowing Mewtwo to punish the opponent with any option that will KO. It additionally has intangibility frames before the attack comes out, making it able to beat out poor grounded approaches and serve as a very niche defensive option in the air. | ||
Mewtwo | Mewtwo also possesses a strong [[grab]] game. [[/Up throw|Up]] and [[/Back throw|back throw]] are both among the strongest in the cast, while [[/Forward throw|forward throw]] is excellent at racking up damage. Its [[/Down throw|down throw]] has 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 in close-quarters combat or out of shield. In comparison, his dash grab is relatively quick and has great range due to Mewtwo's very fast dash speed, making it a good surprise burst option. | ||
Mewtwo's [[ | Due to Mewtwo's varied attributes and [[special moves]], its [[recovery]] potential is arguably the best in the game. Its combination of having the third-fastest air speed, the highest double jump in the game, low gravity and average falling speed give it great longevity and maneuverability offstage. [[Teleport]], its primary recovery move, covers a long distance and provides full intangibility and directional maneuverability, making it nearly impossible to [[edgeguard]] if Mewtwo chooses to teleport to the ledge from above. Furthermore, two of its other special moves offer a form of assistance with recovery: a fully-charged Shadow Ball's recoil can push Mewtwo back far enough to be a viable horizontal recovery option if aimed away from the stage, and [[Confusion]] can turn it around, temporarily stalls it in the air when used once and can be combined with the momentum from a rising double jump when used twice to go even higher. With these options, Mewtwo has many ways to mix up its recovery and get safely back onstage, while still being able to punish reckless edgeguarders with its powerful and massive up and back aerials without losing recovery distance. | ||
Mewtwo | 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|up smash]], as using it at the right time can prevent any [[stall-then-fall]] attack). [[/Forward smash|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, 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. 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 mixup options can mitigate some of these shortcomings. | |||
Mewtwo has | Although Mewtwo has a multitude of KO options, it often has trouble landing them due to 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 but needs to rely on his movement options and special moves to create openings he can then punish. In disadvantage, he likewise cannot often depend on his offensive options to relieve pressure but 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 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, 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 characters such as {{SSBU|Wolf}}, it makes up for it with comparatively huge power and damage output. In short, Mewtwo has the attack power and range of an archetypal heavyweight character, but still retains the combo game and manoeuvrability of a lightweight character. | |||
Mewtwo's competitive potential is up for debate as of now. Some professional players 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|WaDi}}, have managed to get decent placements. | |||
==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
In the late metagame of ''[[SSB4]]'', Mewtwo was ranked as a top-tier character (10th out of 55 characters), thanks to a combination of a powerful neutral game, excellent mobility, a powerful projectile, and a dangerous combo game. Mewtwo has received a large mix of buffs and nerfs in its transition to ''Ultimate'', but was nerfed overall. | |||
In the late metagame of ''SSB4'', Mewtwo was ranked as a top tier character ( | |||
Mewtwo's largest direct nerf was to its hurtbox. Mewtwo has an additional hurtbox on its tail, which | Mewtwo's largest direct nerf was to its hurtbox. Mewtwo has an additional hurtbox on its tail, which widened its hurtbox overall, makes it even easier to hit, and reduces the disjoint of its tail-based attacks. Considering as Mewtwo is already one of the lightest characters in the game and many of its attacks utilize its large tail, this forces Mewtwo to be much more cautious with using its tail attacks, as trading with even a decently strong attack can prove fatal. Additionally, this now causes Mewtwo to be usually clipped by attacks during some situations (such as when turning around). Overall, these changes worsen both its spacing and defensive game. | ||
Mewtwo | On top of this, Mewtwo also received many nerfs to its best moves, hindering both its previously strong [[neutral game]] and combo ability. [[Shadow Ball]] now deals negative shield damage, making it less viable as a zoning and pressuring option from a distance. [[/Neutral attack|Neutral attack]], as with most others, can no longer effectively [[jab cancel]], removing its wide range of previously true followups. [[/Down tilt|Down tilt]] has more ending lag, which combined with the changes to knockback, impairs its combo potential and narrows Mewtwo's KO setups. [[/Neutral aerial|Neutral aerial]] has heavily increased ending lag, a shorter duration, and smaller hitboxes, making it less viable for covering options and removing its aerial combo potential, limiting Mewtwo to land with the move and read the opponent's trajectory accordingly. [[/Forward aerial|Forward aerial]] is slightly slower and launches at a slightly lower angle, worsening its combo ability into itself and almost completely removing its ability to initiate a deadly [[wall of pain]] at low to mid percentages. | ||
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]] | However, Mewtwo has received a multitude of buffs in the transition as well. Mewtwo's KO potential is considerably better and more consistent overall; moves like its neutral attack, [[/Forward tilt|forward tilt]] and [[/Dash attack|dash attack]] deal more damage and knockback, with all of them now gaining KO potential at high percentages. Other attacks, such as [[Disable]] and its [[smash attacks]], have noticeably increased range, allowing them to secure KOs more easily from deceptive ranges. Shadow Ball has also received a slight increase in knockback when fully charged, making it an even more viable KOing option. Mewtwo has also seen slight improvements to its survivability, thanks to its heavier weight and faster falling speed, although it remains a rather easy character to KO. | ||
Most of the universal changes to gameplay mechanics have also benefited Mewtwo. Although the changes to air dodging mostly hamper it, they also | Most of the universal changes to gameplay mechanics have also benefited Mewtwo. Although the changes to air dodging mostly hamper it, they has also made its edgeguarding game more potent, thanks to its quick air speed, large variety of aerial attacks, useful projectile, long double jump and powerful recovery. The universal increase in mobility and traction across the cast, the reintroduction of [[dash-dancing]], and the expanded utility of [[dash-canceling]] each benefit Mewtwo, as it can now move around much quicker, occasionally play mindgames on its approach, and punish opponents easier both in the neutral game and [[out of shield]]. Finally, the near-universal reduction to landing lag improved Mewtwo's safety on hit, opening some new combo routes due to its streamlined [[jumpsquat]]. | ||
In the end, Mewtwo is considered to be notably less effective than its ''SSB4'' iteration, as despite the improvements made to its mobility, survivability, kill power, and the benefits it received from ''Ultimate''{{'}}s mechanics, these changes do not completely compensate for the considerable nerfs it has received to its defensive game, combo ability, and hurtbox. As a result, Mewtwo has not made a significant impact in Ultimate's early metagame, as its playerbase is very small; players such as {{Sm|Abadango}}, 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. Most notably, {{Sm|WaDi}}, who had previously dropped Mewtwo in favor of {{SSBU|R.O.B.}}, has returned to use it as a co-main. As of now, Mewtwo's true viability in competitive play remains debatable. | |||
{{SSB4 to SSBU changelist|char=Mewtwo}} | {{SSB4 to SSBU changelist|char=Mewtwo}} | ||
==Update history== | ==Update history== | ||
Mewtwo 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 [[Teleport]]'s consistency at grabbing edges, yet also made dash attack much less safe on shield by noticeably decreasing its shieldstun multiplier. | |||
Mewtwo received a mix of buffs and nerfs via game updates, but was buffed significantly overall. Update 1.1.0 noticeably increased [[Disable]]'s ending lag, which made it even riskier to use. Update 2.0.0 improved | |||
Update 3.0.0 | Update 3.0.0 improved the utility of a few moves: 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 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 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 | 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 on frame 6 of its hitbox, which prevents it from missing some characters entirely in certain situations. | ||
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 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 repurposed 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. | |||
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 | 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. | ||
Overall, Mewtwo fares significantly better than it did at the launch of ''Ultimate'' | 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. | ||
Overall, Mewtwo fares significantly better than it did at the launch of ''Ultimate''. | |||
'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|1.1.0}}''' | ||
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|neutral1dmg=3% | |neutral1dmg=3% | ||
|neutralinfdmg=0.8% (loop), 2.5% (last) | |neutralinfdmg=0.8% (loop), 2.5% (last) | ||
|neutraldesc=Extends its arm to emit a | |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 (especially when backed up against a wall or ledge), and is usually able to deal around 20%-30%, even if the opponent uses optimal [[SDI]]. | ||
|ftiltname=Tail Whip ({{ja|テイルウィップ|Teiru Uippu}}) | |ftiltname= Tail Whip ({{ja|テイルウィップ|Teiru Uippu}}) | ||
|ftiltdmg=12% (near), 11% (mid), 10% (far) | |ftiltdmg=12% (near), 11% (mid), 10% (far) | ||
|ftiltdesc=Swings its tail forward. It is surprisingly strong for a tilt attack, with its near hitbox KOing at around 80% near the | |ftiltdesc=Swings its tail forward. It is surprisingly strong for a tilt attack, with its near hitbox KOing at around 80% near the ledge 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. | ||
|utiltname=Quick Wiper ({{ja|クイックワイパー|Kuikku Waipā}}) | |utiltname=Quick Wiper ({{ja|クイックワイパー|Kuikku Waipā}}) | ||
|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) | ||
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|dtiltname=Tail Sweep ({{ja|アンダースラップ|Andā Surappu}}, ''Under Slap'') | |dtiltname=Tail Sweep ({{ja|アンダースラップ|Andā Surappu}}, ''Under Slap'') | ||
|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 | |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=Dark Torch ({{ja|ダークトーチ|Dāku Tōchi}}) | ||
|dashdmg=12% (clean sweetspot), 9% (clean sourspot), 6% (late sweetspot), 4% (late sourspot) | |dashdmg=12% (clean sweetspot), 9% (clean sourspot), 6% (late sweetspot), 4% (late sourspot) | ||
|dashdesc=A lunging, energy-infused palm thrust. Its clean sweetspot deals above average knockback, which can KO at around 140% at the ledge. It is relatively fast and covers a decent distance, making it suitable for whiff punishes. However, it has moderate ending lag, making it punishable on shield. The late hit can lead into a buffered forward aerial at very low percentages. | |dashdesc=A lunging, dark energy-infused palm thrust. Its clean sweetspot deals above average knockback, which can KO at around 140% at the ledge. It is relatively fast and covers a decent distance, making it suitable for whiff punishes. However, it has moderate ending lag, making it punishable on shield. The late hit can lead into a buffered forward aerial at very low percentages. | ||
|fsmashname=Shadow Blast ({{ja|シャドーブラスト|Shadō Burasuto}}) | |fsmashname=Shadow Blast ({{ja|シャドーブラスト|Shadō Burasuto}}) | ||
|fsmashdmg={{ChargedSmashDmgSSBU|20}} (blast), {{ChargedSmashDmgSSBU|16}} (arms) | |fsmashdmg={{ChargedSmashDmgSSBU|20}} (blast), {{ChargedSmashDmgSSBU|16}} (arms) | ||
|fsmashdesc=Quickly cups its hands to its side, and then thrusts them forward to perform a double palm thrust that emits a blast of energy. It is Mewtwo's strongest attack and an incredibly powerful punish out of a shield break or [[Disable]], with its sweetspot KOing at around 70% near the | |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. It resembles Mewtwo's animation when performing a special move in the ''Pokémon Stadium'' games, and one of its attacking animations as of [[bulbapedia:Pokémon X and Y|''Pokémon X'' and ''Y'']]. | ||
|usmashname=Galaxy Force ({{ja|ギャラクシーフォース|Gyarakushī Fōsu}}) | |usmashname=Galaxy Force ({{ja|ギャラクシーフォース|Gyarakushī Fōsu}}) | ||
|usmashdmg={{ChargedSmashDmgSSBU|2}} (hits 1-3), {{ChargedSmashDmgSSBU|10}} (hit 4) | |usmashdmg={{ChargedSmashDmgSSBU|2}} (hits 1-3), {{ChargedSmashDmgSSBU|10}} (hit 4) | ||
|usmashdesc=Thrusts its arm upward to emit a swirling, galaxy-shaped blast of energy. It can KO middleweights at around 90% if all hits connect and is very fast for its power, with its initial scooping hitbox coming out on frame 9 and its overhead hitbox frame 10. However, due to [[jostling]], the initial hitbox can sometimes miss even at point blank range, making it unreliable as an out of shield punish unless the opponent lands very close to Mewtwo's shield. The large, disjointed, long-lasting overhead hitbox can work as an anti-air against landing aerials, but opponents can air dodge through it with good timing. It has an enormous 43 frames of ending lag, making it very easy to punish if it misses due to the reasons above and making it a very high risk, high reward maneuver. | |usmashdesc=Thrusts its arm upward to emit a swirling, galaxy-shaped blast of dark energy. It can KO middleweights at around 90% if all hits connect and is very fast for its power, with its initial scooping hitbox coming out on frame 9 and its overhead hitbox frame 10. However, due to [[jostling]], the initial hitbox can sometimes miss even at point blank range, making it unreliable as an out of shield punish unless the opponent lands very close to Mewtwo's shield. The large, disjointed, long-lasting overhead hitbox can work as an anti-air against landing aerials, but opponents can air dodge through it with good timing. It has an enormous 43 frames of ending lag, making it very easy to punish if it misses due to the reasons above and making it a very high-risk, high-reward maneuver. | ||
|dsmashname=Shadow Bomb ({{ja|シャドーボム|Shadō Bomu}}) | |dsmashname=Shadow Bomb ({{ja|シャドーボム|Shadō Bomu}}) | ||
|dsmashdmg={{ChargedSmashDmgSSBU|16}} | |dsmashdmg={{ChargedSmashDmgSSBU|16}} | ||
|dsmashdesc=Extends its arm at a diagonal angle toward the ground to emit a | |dsmashdesc=Extends its arm at a diagonal angle toward the ground to emit a blast of dark energy from its fingertip. It is one of the few down smashes that does not hit on both sides. It is incredibly powerful, KOing at around 90% and launches at 55°, the latter of which makes optimal DI ambiguous. While it has noticeable startup at frame 21, its ending lag relative to its power and startup is extremely low, as Mewtwo can act out of it after 41 frames. Combined with its extra shield damage, it is safe on shield against most characters, and potentially even on whiff. This makes it a non-committal punish against landings, 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 ({{ja|ボディスパーク|Bodi Supāku}}) | ||
|nairdmg={{ShortHopDmgSSBU|1.6}} (hits 1-5), {{ShortHopDmgSSBU|4}} (hit 6) | |nairdmg={{ShortHopDmgSSBU|1.6}} (hits 1-5), {{ShortHopDmgSSBU|4}} (hit 6) | ||
|nairdesc=Discharges electricity around itself with its limbs spread out. | |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 KO confirms, most reliably into up smash. | ||
|fairname=Shadow Scratch ({{ja|シャドースクラッチ|Shadō Sukuracchi}}) | |fairname=Shadow Scratch ({{ja|シャドースクラッチ|Shadō Sukuracchi}}) | ||
|fairdmg={{ShortHopDmgSSBU|13}} | |fairdmg={{ShortHopDmgSSBU|13}} | ||
|fairdesc= | |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. Its speed, safety, range, and utility at all percentages make it a staple in Mewtwo's neutral game and moveset, and it is not uncommon for it to be considered the best forward aerial in the game. | ||
|bairname=Air Tail ({{ja|エアテイル|Ea Teiru}}) | |bairname=Air Tail ({{ja|エアテイル|Ea Teiru}}) | ||
|bairdmg={{ShortHopDmgSSBU|13}} (near), {{ShortHopDmgSSBU|12}} (mid), {{ShortHopDmgSSBU|11}} (far) | |bairdmg={{ShortHopDmgSSBU|13}} (near), {{ShortHopDmgSSBU|12}} (mid), {{ShortHopDmgSSBU|11}} (far) | ||
|bairdesc=Swings its tail behind itself in an upward arc. It covers a very wide area and deals high knockback, making it great at edgeguarding, particularly against double jumps, and allows it to easily wall out opposing aerial approaches. | |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=Somersault Attack ({{ja|サマーソルトアタック|Samāsoruto Atakku}}) | ||
|uairdmg={{ShortHopDmgSSBU|12}} (near), {{ShortHopDmgSSBU|11}} (mid), {{ShortHopDmgSSBU|10}} (far) | |uairdmg={{ShortHopDmgSSBU|12}} (near), {{ShortHopDmgSSBU|11}} (mid), {{ShortHopDmgSSBU|10}} (far) | ||
|uairdesc=Backflips to swing its tail in an overhead arcing motion, similarly to its up tilt. It covers a wide range, making it great for juggling, and it deals high knockback for an up aerial, KOing at around 110% near the upper blast line. It can be used to catch high recoveries and jumps onto the stage. If used when landing, it can combo into all of Mewtwo's aerials and Shadow Ball, potentially leading to KOs. Most notably, | |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=Meteor Kick ({{ja|メテオキック|Meteo Kikku}}) | ||
|dairdmg={{ShortHopDmgSSBU|14}} (grounded opponents, aerial sourspot), {{ShortHopDmgSSBU|15}} (aerial sweetspot) | |dairdmg={{ShortHopDmgSSBU|14}} (grounded opponents, aerial sourspot), {{ShortHopDmgSSBU|15}} (aerial sweetspot) | ||
|dairdesc=A backflipping stomp | |dairdesc=A backflipping, 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's foot, 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= | |grabname=Psychokinesis ({{ja|サイコキネシス|Saikokineshisu}}) | ||
|grabdesc= | |grabdesc=Telekinetically holds an opponent. Mewtwo's grab range and speed are average. | ||
|pummelname=Dark Shock ({{ja|ダークショック|Dāku Shokku}}) | |pummelname=Dark Shock ({{ja|ダークショック|Dāku Shokku}}) | ||
|pummeldmg=1.3% | |pummeldmg=1.3% | ||
|pummeldesc= | |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 ({{ja|シャドーマシンガン|Shadō Mashin Gan}}, ''Shadow Machine Gun'') | ||
|fthrowdmg=3% (throw), 2.4% (Shadow Balls) | |fthrowdmg=3% (throw), 2.4% (Shadow Balls) | ||
|fthrowdesc=Telekinetically lifts the opponent diagonally in the air before firing | |fthrowdesc=Telekinetically lifts the opponent diagonally in the air before firing five [[Shadow Ball]]s at them. It deals 15% if all hits connect, making it the most damaging forward throw in the game. 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. 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 dashing up tilt, dash attack, back aerial, etc. If the opponent fails to DI all of the Shadow Balls correctly, it can KO at around 140% from the combined knockback of every projectile. | ||
|bthrowname=Psycho Throw ({{ja|サイコスロー|Saiko Surō}}) | |bthrowname=Psycho Throw ({{ja|サイコスロー|Saiko Surō}}) | ||
|bthrowdmg=11% | |bthrowdmg=11% | ||
|bthrowdesc=Telekinetically throws the opponent | |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 ({{ja|ワールスロー|Wāru Surō}}, ''Whirl Throw'') | ||
|uthrowdmg=12% | |uthrowdmg=12% | ||
|uthrowdesc=Telekinetically whirls the opponent around itself before launching them | |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}} and {{SSBU|Olimar}}'s Blue Pikmin variants. It KOs middleweights at around 140% from ground level, and even earlier when standing on a platform. | ||
|dthrowname=Tail Beat ({{ja|テイルビート|Teiru Bīto}}) | |dthrowname=Tail Beat ({{ja|テイルビート|Teiru Bīto}}) | ||
|dthrowdmg=4% (hit 1), 5% (throw) | |dthrowdmg=4% (hit 1), 5% (throw) | ||
|dthrowdesc=Telekinetically slams the opponent to the ground, and then somersaults in order to strike them with its tail. | |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= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
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|edgename= | |edgename= | ||
|edgedmg=9% | |edgedmg=9% | ||
|edgedesc=Swings its tail in front of itself while climbing up. | |edgedesc=Swings its tail in front of itself while climbing up. It has the second highest range of all ledge attacks in the game, right behind {{SSBU|Bowser}}. | ||
|nsname=Shadow Ball | |nsname=Shadow Ball | ||
|nsdmg=4% (uncharged), 25% (fully charged) | |nsdmg=4% (uncharged), 25% (fully charged) | ||
|nsdesc=Cups its hands to its side and [[bulbapedia:Shadow Ball (move)|creates a blackish violet sphere of energy]] between its hands, then thrusts its hands forward to launch the sphere. Depending on its charge and the opponent's | |nsdesc=Cups its hands to its side and [[bulbapedia:Shadow Ball (move)|creates a large, blackish violet sphere of dark energy]] between its hands, then thrusts its hands forward to launch the sphere. Depending on its charge and the opponent's percent, Shadow Ball can combo into almost any move, including, but not limited to, down tilt, up tilt, grab, dash attack, forward aerial, and up smash, potentially even leading to a KO with the latter two. It can be b-reversed and wavebounced, giving Mewtwo tricky movement mixups to use in the neutral and when landing. Like all of Mewtwo's specials, it can be used to cancel the upward momentum of Mewtwo's double jump. When fully charged, Shadow Ball travels faster, is harder to clank with and can KO at mid-high percents. Because of these attributes, it is one of Mewtwo's best tools in the neutral game. | ||
|ssname=Confusion | |ssname=Confusion | ||
|ssdmg=1.15% (hits 1-7), 1% (throw), 1.4× (reflected projectiles) | |ssdmg=1.15% (hits 1-7), 1% (throw), 1.4× (reflected projectiles) | ||
|ssdesc=Swipes forward to [[bulbapedia:Confusion (move)|emit a ripple of psychic energy]] from its hand. It has impressive utility, courtesy of it functioning both as a [[reflector]] and a [[Grab#Special_moves_that_can_grab|command grab]], making it a viable option when landing, recovering or getting up from the | |ssdesc=Swipes forward to [[bulbapedia:Confusion (move)|emit a ripple of psychic energy]] from its hand. It has impressive utility, courtesy of it functioning both as a [[reflector]] and a [[Grab#Special_moves_that_can_grab|command grab]], making it a viable option when landing, recovering or getting up from the ledge. As a grab, the ripple spins opponents around and leaves them [[tumbling]] at a frame disadvantage dependent on their damage. If used in the air at 140%, it can combo into forward aerial, 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 | |usdesc={{iw|bulbapedia|Teleport|move}}s to a different location. It is completely invulnerable after frame 9. It has 20 frames of landing lag, making it a potentially effective, albeit punishable escape option when being juggled. It carries Mewtwo's vertical momentum out of a double jump very well, giving it deceptively long recovery distance, though it carries limited horizontal momentum. Its combination of intangibility, long distance, and quick startup makes it a very effective recovery move, which combined with the stalling capabilities of its double jump and other special moves makes Mewtwo exceedingly difficult to edgeguard. | ||
It can also be used to [[ | It can also be used to [[ledge-cancel]], although its precise ledge-canceling window and tendency to "bounce" off surfaces can often cause Mewtwo to overshoot the ledge entirely, leading to accidental [[self-destruct]]s offstage and making it a very risky endeavor. | ||
|dsname=Disable | |dsname=Disable | ||
|dsdmg=1% | |dsdmg=1% | ||
|dsdesc=[[bulbapedia:Disable (move)|Emits a minuscule spark of psychic energy]] from its eyes | |dsdesc=[[bulbapedia:Disable (move)|Emits a minuscule spark of psychic energy]] from its eyes toward the opponent, [[stun]]ning them if they are on the ground and launching them backward with weak knockback if they are airborne. It only works if the opponent is facing Mewtwo and will have no effect otherwise, making it useless for punishing back aerials, [[cross-ups]], etc. It stuns the opponent for longer the more damaged they are, allowing it to confirm KOs from as low as 50%. Since opponents face the same direction during all of their getup options, it is especially effective at tech-chasing, essentially guaranteeing the power of a charged smash attack with the startup of a uncharged one, though its aforementioned properties make it situational to land otherwise. Due to being a projectile, Disable can also be reflected. Disable grants intangibility from frames 10 to 16, allowing it to beat out attacks when timed properly. Combined with its deceptively long range, it can also be used as a surprise landing option against unaware opponents. | ||
|fsname=Psystrike | |fsname=Psystrike | ||
|fsdmg=40% | |fsdmg=40% | ||
|fsdesc=[[bulbapedia:Mega Evolution|Mega Evolves]] into Mega Mewtwo Y and performs {{iw|bulbapedia|Psystrike|move}}, its {{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. | |fsdesc=[[bulbapedia:Mega Evolution|Mega Evolves]] into Mega Mewtwo Y and performs {{iw|bulbapedia|Psystrike|move}}, its {{iw|bulbapedia|signature move}} in the ''Pokémon'' games. Psystrike is a powerful sphere of psychic energy that plows through both opponents and walls, and any opponent caught will be stunned before being launched by an intense, mind-shattering blow. Incredibly powerful, KOing at around 50% from center stage. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
*Teleports | *Teleports onscreen, and descends to the ground as dark energy disperses from its body. | ||
<gallery> | <gallery> | ||
MewtwoOnScreenAppearanceSSBU.gif|Mewtwo's on-screen appearance | MewtwoOnScreenAppearanceSSBU.gif|Mewtwo's on-screen appearance | ||
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===[[Taunt]]s=== | ===[[Taunt]]s=== | ||
*'''Up Taunt''': Folds its arms as it telekinetically spins around on the spot while laughing. Resembles the animation Mewtwo performs while using a physical move in '' | *'''Up Taunt''': Folds its arms as it telekinetically spins around on the spot while laughing ominously. Resembles the animation Mewtwo performs while using a physical move in the ''Pokémon Stadium'' games. If Mewtwo is holding an item, the item will telekinetically twirl around with it on the final spin. | ||
*'''Side Taunt''': Surrounds itself in a flame-like aura of | *'''Side Taunt''': Surrounds itself in a flame-like aura of dark energy, similarly to {{SSBU|Fox}} and {{SSBU|Lucario}}'s up taunts. | ||
*'''Down Taunt''': After turning to face the screen, it waves its hand in a circular motion in front of itself. It then proceeds to thrust its opposite arm forward while emitting a small | *'''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 215: | ||
*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, | <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" | ||
|- | |- | ||
Line 280: | Line 227: | ||
!Cheer (English) | !Cheer (English) | ||
!Cheer (Japanese/Chinese) | !Cheer (Japanese/Chinese) | ||
!Cheer ( | !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 | |[[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 | ||
Line 291: | Line 238: | ||
|} | |} | ||
</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) | ||
Line 300: | Line 248: | ||
|- | |- | ||
! scope="row"|Cheer | ! scope="row"|Cheer | ||
|[[File:Mewtwo Cheer Spanish | |[[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 | *'''Left:''' While radiating a dark aura, Mewtwo raises its left hand in front of itself while pulling back its right hand. Mewtwo then thrusts its right hand forward, emitting dark energy sparks from its palm. Mewtwo emits an ominous growl throughout the pose. In Japanese, it says "{{ja|私は負けるわけにはいかない!|Watashi wa makeru wake ni wa ikanai!}}", which translates to "I cannot afford to lose!" | ||
*'''Up:''' Mewtwo crosses its arms as it turns its back to the screen, and | *'''Up:''' Mewtwo crosses its arms as it turns its back to the screen, and looks back over its shoulder, scoffing. In Japanese, it says "{{ja|私はなぜ ここにいるのか…?|Watashi wa naze koko ni iru no ka...?}}", which translates to "Why am I here...?" | ||
*'''Right:''' | *'''Right:''' Does a single spin while levitating, then poses with a dark aura bursting from its body as it laughs. In Japanese, it says "{{ja|愚かな!|Orokana!}}", which translates to "Foolish!" | ||
[[File:PokemonSeriesVictoryThemeUltimate.ogg|thumb|A small excerpt of the | [[File:PokemonSeriesVictoryThemeUltimate.ogg|thumb|A small excerpt of the title theme of ''Pokémon Red, Blue, Yellow, and Green Versions'', a track which would go on to become the ''Pokémon'' main theme and the title theme for the entire series.]] | ||
<gallery> | <gallery> | ||
MewtwoVictoryPose1SSBU.gif | MewtwoVictoryPose1SSBU.gif | ||
Line 319: | Line 267: | ||
</gallery> | </gallery> | ||
==In [[ | ==In competitive play== | ||
Initially, the community's perception on Mewtwo was better than in ''[[Super Smash Bros. 4]]'', where it was widely considered a top tier character. This was because of Mewtwo's improved KO power, its endurance (its main weakness) being seemingly toned down thanks to increased weight, and benefits from the universal mobility changes. As such, many players believed Mewtwo would become a high tier character or even reassert itself as a top tier character, with the potential to be one of the best characters in the game. | |||
However, as time went on, Mewtwo's flaws became more prominent. Most notoriously, Mewtwo's extended tail hurtbox caused it to be clipped by many attacks from a noticeable range. Additionally, its disadvantage state has been significantly nerfed due to its larger hurtbox and the changes to air dodging. Due to these nerfs, Mewtwo had little impact in ''Ultimate''{{'}}s early metagame, with most of Mewtwo's playerbase from ''SSB4'' dropping it in favor of other characters. Although {{Sm|SDX}} saw initial success with the character, he would also eventually drop the character, leaving Mewtwo with no high-level representation. | |||
Game updates slightly addressed some of Mewtwo's biggest flaws, allowing it to gain more attention in the eyes of some players. Dedicated players, such as {{Sm|Zenkai}} and {{Sm|????}}, also began to see solid placements, with both players placing 49th at {{Trn|Frostbite 2020}}. Despite this slow improvement in representation, Mewtwo's playerbase offline still remains somewhat small, and some of its more meaningful buffs have come during the COVID-19 pandemic, making it hard to tell how these changes will improve Mewtwo's viability in the long run. | |||
In the online metagame, the aforementioned buffs have helped Mewtwo find success, thanks to the efforts of players such as {{Sm|WaDi}} and {{Sm|Chewie}}. The former uses Mewtwo as a secondary and has defeated players such as {{Sm|Sparg0}}, {{Sm|naitosharp}}, and {{Sm|8BitMan}}. The latter uses Mewtwo as a main and has seen above average placements at major Wi-Fi Warrior Rank tournaments, including 13th at the {{Trn|SWT: NA Southwest Ultimate Online Qualifier}} and 25th at {{Trn|The Box: Lunch Box 10}}. | |||
===Most historically significant players=== | ===Most historically significant players=== | ||
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | <!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | ||
'' | ''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.'' | ||
''See also: [[:Category:Mewtwo professionals (SSBU)]]'' | |||
*{{Sm|????|USA}} - Co-mains Mewtwo with {{SSBU|Ice Climbers}}. Placed 17th at {{Trn|Holiday Heist 5}} and 49th at {{Trn|Frostbite 2020}}. Currently an honorary mention on the [[Michigan Power Rankings]]. | |||
*{{Sm|Bethel|Japan}} - One of the best Mewtwo players in Japan. Online, placed 5th at [https://smashmate.net/tournament/3023/ Maesuma 155], [https://smashmate.net/tournament/3106/ Tamisuma SP 182], [https://smashmate.net/tournament/4076/ Tamisuma SP 224], and [https://smashmate.net/tournament/5044/ Tamisuma SP 259]. Offline, placed 9th at {{Trn|HST SP 5}} with wins over {{Sm|Hakadama}} and {{Sm|Rikuya}}. | |||
*{{Sm|Chewie|United States}} - One of the best online Mewtwo players in the United States. Placed 9th at {{Trn|Flat Realm 7}}, 13th at {{Trn|The Collective 2}}, {{Trn|Derpu's Online Tournament 2020}}, and {{Trn|SWT: NA Southwest Ultimate Online Qualifier}}, and 17th at {{Trn|US ARMY ESPORTS TOURNAMENT}} with wins over {{Sm|Scend}}, {{Sm|naitosharp}}, and {{Sm|IcyMist}}. | |||
*{{Sm|Grade|Canada}} - The best Mewtwo player in Canada. Placed 9th at both [https://smash.gg/tournament/ubc-cup-2019-super-smash-bros-feat-csl-bc-local/events/ultimate-singles/brackets UBC Cup 2019] and {{Trn|Pinnacle 2021}} as well as 17th at {{Trn|Play With Heart}}. Online, placed 17th at both {{Trn|SWT: NA Northwest Ultimate Online Qualifier}} and {{Trn|Western Canada Clash}}. Currently ranked 11th on the [[British Columbia Power Rankings]]. | |||
*{{Sm|WaDi|USA}} (#20) - Uses Mewtwo as a secondary alongside {{SSBU|R.O.B.}} and is the best Mewtwo player in the world. Placed 2nd at {{Trn|Clash Of The Carolinas III}}, 3rd at {{Trn|The Comeback}}, and 9th at {{Trn|Riptide}}. Online, placed 4th at {{Trn|Get On My Line 2021}} and 5th at {{Trn|SWT: NA Northeast Ultimate Online Qualifier}}. Currently ranked 33rd on the [[Wi-Fi Warrior Rank v7]]. | |||
*{{Sm|Zenkai|USA}} - One of the best Mewtwo players in the United States. Placed 17th at {{Trn|Tri-state Showdown: Fall 2019}}, 25th at {{Trn|Return to Yoshi's Island}} and 49th at {{Trn|Frostbite 2020}} with wins over players like {{Sm|Mr. E}}, {{Sm|Ralphie}}, and {{Sm|Venia}}. Online placed 9th at {{Trn|Galaxy Gambit}} and 17th at {{Trn|The Box: Lunch Box 8}}. | |||
=={{SSBU|Classic Mode}}: Psychic Control== | =={{SSBU|Classic Mode}}: Psychic Control== | ||
[[File:SSBU Congratulations Mewtwo.png|thumb|Mewtwo's congratulations screen.]] | [[File:SSBU Congratulations Mewtwo.png|thumb|Mewtwo's congratulations screen.]] | ||
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 | |1||{{CharHead|Ness|SSBU|hsize=20px}} and {{CharHead|Lucas|SSBU|hsize=20px}}||[[Fourside]]||''{{SSBUMusicLink|EarthBound|Fourside (Melee)}}''||Both characters use PSI attacks, which is similar to Mewtwo's psychic powers. Likely also references the similarities between Mewtwo and {{s|wikibound|Giygas}} (or Giegue) in ''{{s|wikibound|EarthBound Beginnings}}''. | ||
|- | |- | ||
|2||{{CharHead|Cloud|SSBU|hsize=20px}}||[[Midgar]]||''{{SSBUMusicLink|EarthBound|Snowman}}''||{{Head|Lucas|g=SSBU|s=20px|cl=Grey}} Lucas is a CPU ally. His costume is based on the {{ | |2||{{CharHead|Cloud|SSBU|hsize=20px}}||[[Midgar]]||''{{SSBUMusicLink|EarthBound|Snowman}}''||{{Head|Lucas|g=SSBU|s=20px|cl=Grey}} Lucas is a CPU ally. His costume is based on the {{s|wikibound|Masked Man}}, a form his twin brother, {{s|wikibound|Claus}}, assumed upon being brainwashed by {{s|wikibound|Porky Minch}} in ''Mother 3''. | ||
|- | |- | ||
|3||{{CharHead|Ryu|SSBU|hsize=20px}} and {{CharHead|Ken|SSBU|hsize=20px}}||[[Suzaku Castle]]||''{{SSBUMusicLink|Final Fantasy|Fight On!}}''||{{Head|Cloud|g=SSBU|s=20px|cl=Advent}} Cloud is a CPU ally. Cloud was | |3||{{CharHead|Ryu|SSBU|hsize=20px}} and {{CharHead|Ken|SSBU|hsize=20px}}||[[Suzaku Castle]]||''{{SSBUMusicLink|Final Fantasy|Fight On!}}''||{{Head|Cloud|g=SSBU|s=20px|cl=Advent}} Cloud is a CPU ally. Cloud's mind was briefly taken over by [[Sephiroth]] in ''Final Fantasy VII''. | ||
|- | |- | ||
|4|| {{CharHead|Richter|SSBU|hsize=20px}}||[[Dracula's Castle]]||''{{SSBUMusicLink|Street Fighter|Vega Stage}}''||{{Head|Ken|g=SSBU|s=20px|cl=Grey}} Ken is a CPU ally. | |4|| {{CharHead|Richter|SSBU|hsize=20px}}||[[Dracula's Castle]]||''{{SSBUMusicLink|Street Fighter|Vega Stage}}''||{{Head|Ken|g=SSBU|s=20px|cl=Grey}} Ken is a CPU ally. His costume is based on Violent Ken, a form he assumed upon being brainwashed by M. Bison in ''SNK vs. Capcom: SVC Chaos'' and ''Ultra Street Fighter II: The Final Challengers''. | ||
|- | |- | ||
|5||{{CharHead|Palutena|SSBU|hsize=20px}} and {{CharHead|Pit|SSBU|hsize=20px}}||[[Skyworld]]||''{{SSBUMusicLink|Castlevania|Lament of Innocence}}''||{{Head|Richter|g=SSBU|s=20px|cl=Black}} Richter is a CPU ally. Richter was brainwashed by Shaft in ''Castlevania: Symphony of the Night''. | |5||{{CharHead|Palutena|SSBU|hsize=20px}} and {{CharHead|Pit|SSBU|hsize=20px}}||[[Skyworld]]||''{{SSBUMusicLink|Castlevania|Lament of Innocence}}''||{{Head|Richter|g=SSBU|s=20px|cl=Black}} Richter is a CPU ally. Richter was brainwashed by Shaft in ''Castlevania: Symphony of the Night''. | ||
|- | |- | ||
|6||{{CharHead|Pikachu|SSBU|hsize=20px}}, {{CharHead|Pichu|SSBU|hsize=20px}}, {{CharHead|Jigglypuff|SSBU|hsize=20px}}, and {{CharHead|Lucario|SSBU|hsize=20px}}||[[Kalos Pokémon League]]||''{{SSBUMusicLink|Kid Icarus|Destroyed Skyworld}}''||{{Head|Pit|g=SSBU|s=20px|cl=Black}} Pit is a CPU ally. Pit lost control of [[icaruspedia:Pit's Body|his body]] due to the {{ | |6||{{CharHead|Pikachu|SSBU|hsize=20px}}, {{CharHead|Pichu|SSBU|hsize=20px}}, {{CharHead|Jigglypuff|SSBU|hsize=20px}}, and {{CharHead|Lucario|SSBU|hsize=20px}}||[[Kalos Pokémon League]]||''{{SSBUMusicLink|Kid Icarus|Destroyed Skyworld}}''||{{Head|Pit|g=SSBU|s=20px|cl=Black}} Pit is a CPU ally. Pit lost control of [[icaruspedia:Pit's Body|his body]] due to the {{s|icaruspedia|Chaos Kin}} sealing his soul into [[icaruspedia:Ring of Chaos|a ring]] in ''Kid Icarus: Uprising''. | ||
|- | |- | ||
|colspan="5"|[[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. {{ | |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'' He was also mind controlled by a Drowzee in the episode [[bulbapedia:EP086 |''Pikachu Re-Volts'']]. | ||
|} | |} | ||
Note: Each round uses a track taken from the series fought in the previous | Note: Each round uses a track taken from the series fought in the previous round. | ||
Note 2: Items are disabled in | Note 2: Items are disabled in the third round. | ||
[[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. | ||
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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]] | 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}}'' | ||
|} | |} | ||
{{ | {{clear}} | ||
==[[Spirit]]s== | ==[[Spirit]]s== | ||
Mewtwo's fighter spirit can be obtained by completing {{SSBU|Classic Mode}} | Mewtwo's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. 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''. | ||
Additionally, one of Mewtwo's Mega | Additionally, one of Mewtwo's Mega Evolved forms appears as a Primary Spirit. | ||
<center> | <center> | ||
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</center> | </center> | ||
==In Spirit | ==In Spirit battles== | ||
===As the main opponent=== | ===As the main opponent=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
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|- | |- | ||
|1,496 | |1,496 | ||
|{{SpiritTableName|FU (Jess-Baptiste VI)|size=64}} | |{{SpiritTableName|FU (Jess-Baptiste VI)|size=64|ext=jpg}} | ||
|''No More Heroes'' Series | |''No More Heroes'' Series | ||
|•{{SSBU|Mewtwo}} {{Head|Mewtwo|g=SSBU|s=20px|cl=Purple}} | |•{{SSBU|Mewtwo}} {{Head|Mewtwo|g=SSBU|s=20px|cl=Purple}} | ||
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|•Hostile assist trophies will appear when the enemy's at high damage<br>•Only certain Pokémon will emerge from Poké Balls ([[Deoxys]]) | |•Hostile assist trophies will appear when the enemy's at high damage<br>•Only certain Pokémon will emerge from Poké Balls ([[Deoxys]]) | ||
|{{SSBUMusicLink|Metal Gear|Yell "Dead Cell"}} | |{{SSBUMusicLink|Metal Gear|Yell "Dead Cell"}} | ||
| | | | ||
|} | |} | ||
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==Gallery== | ==Gallery== | ||
<gallery> | <gallery> | ||
Pokémon Smash Bros.png|Artwork of all | Pokémon Smash Bros.png|Artwork of all playable Pokémon characters and Poké Ball Pokémon, as posted by the official Pokémon Twitter account. | ||
SSBU Mewtwo Number.png|Mewtwo's fighter card. | SSBU Mewtwo Number.png|Mewtwo's fighter card. | ||
Mewtwo unlock notice SSBU.jpg|Mewtwo's unlock notice. | Mewtwo unlock notice SSBU.jpg|Mewtwo's unlock notice. | ||
SSBUWebsiteMewtwo1.jpg|Mewtwo [[idling]] on [[Wily Castle]]. | SSBUWebsiteMewtwo1.jpg|Mewtwo [[idling]] on [[Wily Castle]]. | ||
SSBUWebsiteMewtwo2.jpg|[[Taunting]] on [[Lylat Cruise]]. | SSBUWebsiteMewtwo2.jpg|[[Taunting]] on [[Lylat Cruise]]. | ||
SSBUWebsiteMewtwo3.jpg| | SSBUWebsiteMewtwo3.jpg|Releasing a [[Shadow Ball]] on [[Spirit Train]]. | ||
SSBUWebsiteMewtwo4.jpg|Taunting with {{SSBU|Lucario}} and {{SSBU|Fox}} on [[Coliseum]]. | SSBUWebsiteMewtwo4.jpg|Taunting with {{SSBU|Lucario}} and {{SSBU|Fox}} on [[Coliseum]]. | ||
SSBUWebsiteMewtwo5.jpg|Using [[Disable]] on {{SSBU|Rosalina}} on [[Pokémon Stadium]]. | SSBUWebsiteMewtwo5.jpg|Using [[Disable]] on {{SSBU|Rosalina}} on [[Pokémon Stadium]]. | ||
SSBUWebsiteMewtwo6.jpg| | SSBUWebsiteMewtwo6.jpg|In its black alternate color with [[Olimar (SSBU)|Pikmin]] on [[Onett]]. | ||
SSBUWebsitePichu3.jpg| | SSBUWebsitePichu3.jpg|Battling {{SSBU|Pichu}} on [[Spear Pillar]]. | ||
</gallery> | </gallery> | ||
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==Trivia== | ==Trivia== | ||
* | *Mewtwo's artwork for ''Ultimate'' resembles its [[bulbapedia:File:150Mewtwo.png|artwork]] for [[bulbapedia:Pokémon FireRed and LeafGreen Versions|''Pokémon FireRed/LeafGreen'']], albeit with its hands and legs posed slightly differently. | ||
*Mewtwo was confirmed to be a playable character in ''Ultimate'' before Pikachu, making this the first time Pikachu was not the first Pokémon to be announced as part of the roster. | |||
*Mewtwo | *Mewtwo was the last non-DLC character added to the Super Smash Bros. Blog. | ||
*Mewtwo was the last non-DLC character added to the | **However, due to {{SSBU|Mr. Game & Watch}}'s blog page only being available on the Asian websites until December 7, Mr. Game & Watch was the last character added to the blog on non-Asian websites. | ||
**However, due to {{SSBU|Mr. Game & Watch}}'s blog page only being available on Asian websites until December | *Mewtwo is the only character who has its victory grunts/laughter omitted from the English Sound Test. | ||
*Mewtwo is the only character | **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 ' | *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 | **Similar to [[Dark Samus]], Mewtwo's teammates are based on being possessed to fight other opponents for its Classic Mode route, thus making Mewtwo's route an inverse of {{SSBU|Joker}}'s. | ||
** | *There's currently a positioning glitch when Mewtwo performs an [[air dodge]] when facing left. It will be facing away from the screen when disappearing and reappearing. | ||
*There | *Mewtwo is the only character who can [[stun]] other fighters in ''Ultimate'' without the use of items or breaking shields. | ||
*Mewtwo is the only | *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 | **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 | *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. | ||
* | *Mewtwo’s Classic Mode route is the only one which features music that is neither from the stage’s universe nor that of the played fighter's universe. Instead the music is from the ally's universe, with the exceptions being the first round (which has no allies) and the final round (where Mewtwo and Pikachu are both from the ''Pokémon'' universe). | ||
*Datamining Mewtwo's sound files reveal its defeat voice clip when KO'd by reaching 0 HP during its final stock in [[Stamina Mode]] has a "Japanese" variant, much like its victory voice clips. However, the clip is otherwise identical to the "international" variant. | |||
* | *Mewtwo is the only ''Pokémon'' fighter in ''Ultimate'' whose special moveset contains more than four moves from the ''Pokémon'' games, being as [[Shadow Ball|all four]] [[Confusion|of its]] [[Disable|special]] [[Teleport|moves]] and [[Psystrike|its Final Smash]] are derived from legitimate Pokémon moves. All other ''Pokémon'' fighters use a move original to ''Super Smash Bros.'' either as one of their special moves or as their Final Smash. | ||
*Datamining Mewtwo's sound files | **In ''Super Smash Bros. 4'', the custom variants of Pikachu's [[Thunder Jolt|neutral special]] were drawn from Pokémon moves. Charizard's Final Smash also allowed it to use two moves that were not part of its special moveset normally, although Dragon Rush existed as an custom variant of [[Flare Blitz]]. | ||
*Mewtwo is the only | |||
* | |||
==References== | ==References== |