Template:SSB4 to SSBU changelist/Mewtwo: Difference between revisions

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===Aesthetics===
===Aesthetics===
*{{change|As with other previous downloadable fighters in ''SSB4'', Mewtwo's appearance is largely unchanged, though its model features a more subdued color scheme. Its body appears to have a glossy sheen, and the end of its tail is also slightly larger.}}
*{{change|As with other previous downloadable fighters in ''SSB4'', Mewtwo's appearance is largely unchanged, though its model features a more subdued color scheme. Its body appears to have a glossy sheen, and the end of its tail is also slightly larger.}}
*{{change|Mewtwo's [[idle pose]] has been altered; it now keeps one of its arms lifted. However, it will revert to its idle animation from ''SSB4'' while holding a small [[item]].}}
*{{change|Mewtwo's [[idle pose]] has been altered; it now keeps one of its arms lifted and stands more upright, similar to its stance in ''Pokémon Stadium''. However, it will revert to its idle animation from ''SSB4'' while holding a small [[item]].}}
*{{change|Mewtwo's falling animation has been altered; it does not keep its arms folded, only doing so when falling forward or backwards.}}
*{{change|Mewtwo's falling animation has been altered; it does not keep its arms folded, only doing so when falling forward or backward.}}
*{{change|Side taunt now has it slightly levitate over the ground.}}
*{{change|Side taunt now has it slightly levitate over the ground.}}
*{{change|Mewtwo's [[victory pose]]s have been slightly altered:}}
*{{change|Mewtwo's [[victory pose]]s have been slightly altered:}}
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***{{change|The clean fourth hitbox has more knockback scaling (50 → 71). This makes it safer on hit at lower percents, but hinders its combo potential at higher percents, removing guaranteed KO setups into up smash.}}
***{{change|The clean fourth hitbox has more knockback scaling (50 → 71). This makes it safer on hit at lower percents, but hinders its combo potential at higher percents, removing guaranteed KO setups into up smash.}}
**{{buff|The clean tipper hitbox launches towards Mewtwo like the rest of the hitboxes (361° → 110°), improving the move's consistency.}}
**{{buff|The clean tipper hitbox launches towards Mewtwo like the rest of the hitboxes (361° → 110°), improving the move's consistency.}}
**{{change|The move has a slightly altered animation, having Mewtwo land on its feet immediately after the flip.}}
**{{change|The move has a slightly altered animation, with Mewtwo beginning its tail swipe lower to the ground and landing on its feet immediately after the flip. This improves its overall reach on both sides, but makes landing the clean fourth hitbox noticeably harder due to being outprioritized by the other hitboxes.}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{nerf|Down tilt has slightly more ending lag (FAF 21 → 24), hindering its combo potential.}}
**{{nerf|Down tilt has slightly more ending lag (FAF 21 → 24), hindering its combo potential.}}
**{{change|It has an altered animation: Mewtwo sweeps its tail inward instead of outward.}}
**{{change|It has an altered animation: Mewtwo sweeps its tail inward instead of outward.}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|Dash attack's clean sweetspot and late sourspot deal more damage (10%/4% → 12%/4.5%) with no compensation on knockback, granting the clean sweetspot KO potential at realistic percentages.}}
**{{change|Dash attack has a new animation that puts Mewtwo's body more parallel to the ground during the attack.}}
**{{buff|Its clean sweetspot and late sourspot deal more damage (10%/4% → 12%/4.5%) with no compensation on knockback, granting the clean sweetspot KO potential at realistic percentages.}}
**{{buff|It has gained a shieldstun multiplier of 1.3×. In combination with its higher damage and the increased shieldstun for ground attacks, this makes it safer on shield.}}
**{{buff|It has gained a shieldstun multiplier of 1.3×. In combination with its higher damage and the increased shieldstun for ground attacks, this makes it safer on shield.}}
**{{nerf|Due to the changes to [[jostle]] mechanics, it can no longer [[cross-up]] shields, allowing it to be punished more easily despite its increased shieldstun.}}
**{{nerf|Due to the changes to [[jostle]] mechanics, it can no longer [[cross-up]] shields unless done at point-blank on smaller characters, allowing it to be punished more easily despite its increased shieldstun.}}
**{{nerf|It has a higher hitlag multiplier (1× → 1.25×), making it easier to DI.}}
**{{nerf|It has a higher hitlag multiplier (1× → 1.25×), making it easier to DI.}}
**{{change|It launches at lower angles (60°/70°/80° → 54°/60°/70°), further improving the clean hit's KO potential, but hindering the late hit's combo potential.}}
**{{change|It launches at lower angles (60°/70°/80° → 54°/60°/70°), further improving the clean hit's KO potential, but hindering the late hit's combo potential.}}
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**{{buff|The last hit has more knockback scaling (107 → 111), improving its KO potential.}}
**{{buff|The last hit has more knockback scaling (107 → 111), improving its KO potential.}}
**{{change|The move hits four times instead of seven. However, the first three hits deal more damage (1% → 2%), leaving its total damage output unchanged.}}
**{{change|The move hits four times instead of seven. However, the first three hits deal more damage (1% → 2%), leaving its total damage output unchanged.}}
***{{nerf|The last hit has less startup to accomodate for this change (frame 34 → 22). This significantly shortens the move's hitbox duration, while its total duration remains unchanged, greatly increasing its ending lag as well. As a result, the move is much less effective as an anti-air, and easier to punish if it misses or is shielded.}}
***{{nerf|The last hit has less startup to accommodate for this change (frame 34 → 22). This significantly shortens the move's hitbox duration, while its total duration remains unchanged, greatly increasing its ending lag as well. As a result, the move is much less effective as an anti-air, and easier to punish if it misses or is shielded.}}
**{{nerf|Due to the changes to jostle mechanics, the first hit is notably more difficult to land, sometimes missing opponents even at point blank range due to Mewtwo's character model pushing them away. As a result, the move is much less consistent at hitting opponents than in ''Smash 4'', especially as an out-of-shield punish.}}
**{{change|The energy swirl is opaque and stylized, instead of a translucent whirl of particles.}}
**{{change|The energy swirl is opaque and stylized, instead of a translucent whirl of particles.}}
*[[Down smash]]:
*[[Down smash]]:
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***{{buff|However, the last hit has a larger hitbox (10.9u → 13.5u).}}
***{{buff|However, the last hit has a larger hitbox (10.9u → 13.5u).}}
**{{change|The move hits six times instead of nine. However, the first five hits deal more damage (1% → 1.6%), leaving its total damage output unchanged.}}
**{{change|The move hits six times instead of nine. However, the first five hits deal more damage (1% → 1.6%), leaving its total damage output unchanged.}}
***{{nerf|The last hit has less startup to accomodate for this change (frame 39 → 27), This considerably shortens the move's hitbox duration, and significantly increases its ending lag in combination with its slower interruptibility, no longer allowing Mewtwo to act only five frames after the hitboxes cease.}}
***{{nerf|The last hit has less startup to accommodate for this change (frame 39 → 27), This considerably shortens the move's hitbox duration, and significantly increases its ending lag in combination with its slower interruptibility, no longer allowing Mewtwo to act only five frames after the hitboxes cease.}}
**{{change|Due to the change to the [[Sakurai angle]] against aerial opponents (45.2637° → 38°), the move has improved edgeguarding potential, but coupled with its increased ending lag, it has almost entirely lost its combo potential into other aerials without landing.}}
**{{change|Due to the change to the [[Sakurai angle]] against aerial opponents (45.2637° → 38°), the move has improved edgeguarding potential, but coupled with its increased ending lag, it has almost entirely lost its combo potential into other aerials without landing.}}
**{{change|The last hit has a higher hitlag multiplier (1× → 1.2×), making it easier to DI, but giving Mewtwo more time to react to the direction the opponent is sent into.}}
**{{change|The last hit has a higher hitlag multiplier (1× → 1.2×), making it easier to DI, but giving Mewtwo more time to react to the direction the opponent is sent into.}}
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**{{buff|Back aerial's sweetspot has increased knockback scaling (90 → 101) while its middlespot and sourspot deal more damage (11%/9% → 12%/11%), improving its KO potential.}}
**{{buff|Back aerial's sweetspot has increased knockback scaling (90 → 101) while its middlespot and sourspot deal more damage (11%/9% → 12%/11%), improving its KO potential.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{buff|Up aerial deals more damage (11%/10%/9% → 12%/11%/10%) and has increased knockback scaling on the sweetspot, with its middlespot and sourspot compensated (97 → 98/92/92), notably improving its KO potential.}}
**{{buff|Up aerial deals more damage (11%/10%/9% → 12%/11%/10%) and has increased knockback scaling on the sweetspot, with its middlespot and sourspot mostly compensated (97 → 98/92/92), notably improving its KO potential.}}
***{{nerf|Its increased knockback on the sweetspot hinders its combo potential at mid percents, especially out of an immediate double jump.}}
***{{nerf|Its increased knockback hinders its combo potential at higher percents, especially out of an immediate double jump.}}
**{{change|It has an altered animation: Mewtwo no longer faces the screen after finishing its tail sweep.}}
**{{change|It has an altered animation: Mewtwo no longer faces the screen after finishing its tail sweep.}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Down aerial's sweetspot is placed lower (Y offset: -6.5u → -7.7u), improving its vertical range.}}
**{{buff|Down aerial's sweetspot is placed lower (Y offset: -6.5u → -7.7u), improving its vertical range.}}
**{{nerf|The move has more ending lag (FAF 46 → 48).}}
**{{nerf|It has more ending lag (FAF 46 → 48).}}
**{{nerf|The sourspot has a higher hitlag multiplier (1× → 1.2×), making it easier to DI.}}
**{{nerf|The sourspot has a higher hitlag multiplier (1× → 1.2×), making it easier to DI.}}
**{{change|It now uses a [[darkness]] effect.}}


===Throws and other attacks===
===Throws and other attacks===
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**{{buff|Pummel deals more hitlag (7 frames → 14), but has less startup (frame 4 → 1) and significantly less ending lag (FAF 19 → 7), shortening its duration.}}
**{{buff|Pummel deals more hitlag (7 frames → 14), but has less startup (frame 4 → 1) and significantly less ending lag (FAF 19 → 7), shortening its duration.}}
**{{nerf|It deals less damage (2% → 1.3%).}}
**{{nerf|It deals less damage (2% → 1.3%).}}
**{{change|It uses a [[darkness]] effect and visuals, rather than [[electric]] ones.}}
**{{change|It has a new animation where it clenches its hand to attack. Additionally, Mewtwo no longer leans into the opponent when performed.}}
**{{change|It now attacks with dark energy rather than electricity, accompanied by the attack having a [[darkness]] effect instead of an [[electric]] one.}}
*[[Forward throw]]:
*[[Forward throw]]:
**{{buff|Forward throw's Shadow Balls launch at a lower angle (43° → 38°), slightly improving its ability to set up edgeguards.}}
**{{buff|Forward throw's Shadow Balls launch at a lower angle (43° → 38°), slightly improving its ability to set up edgeguards.}}
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*[[Shadow Ball]]:
*[[Shadow Ball]]:
**{{buff|Like other [[charge-cancel]]able moves, Mewtwo can cancel Shadow Ball by spot dodging or jumping.}}
**{{buff|Like other [[charge-cancel]]able moves, Mewtwo can cancel Shadow Ball by spot dodging or jumping.}}
**{{buff|It has less startup (frame 23 → 18), with its total duration reduced as well (FAF 49 → 40).}}
**{{buff|It has less startup (frame 23 → 18) and ending lag (FAF 49 → 40).}}
**{{buff|It reaches its full charge more quickly (138 → 123 frames).}}
**{{buff|It reaches its full charge more quickly (138 → 123 frames).}}
**{{buff|Uncharged Shadow Ball deals more damage (2.5% → 4%).}}
**{{buff|Uncharged Shadow Ball deals more damage (2.5% → 4%).}}
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**{{nerf|The move can no longer be charge-canceled immediately, instead incurring 4 frames of lag beforehand.}}
**{{nerf|The move can no longer be charge-canceled immediately, instead incurring 4 frames of lag beforehand.}}
**{{nerf|Rather than gaining additional shield damage when charged that increases alongside the charge level, it has negative shield damage even when uncharged, which further decreases as it is charged (0 (minimum), 3 (maximum) → -0.6, -4). This worsens fully charged Shadow Balls' ability to break shields.}}
**{{nerf|Rather than gaining additional shield damage when charged that increases alongside the charge level, it has negative shield damage even when uncharged, which further decreases as it is charged (0 (minimum), 3 (maximum) → -0.6, -4). This worsens fully charged Shadow Balls' ability to break shields.}}
**{{change|Mewtwo always vocalizes when releasing a fully charged Shadow Ball, regardless whether the full charge was stored or not.}}
*[[Confusion]]:
*[[Confusion]]:
**{{buff|Confusion has less startup and reflects projectiles faster (frame 12 → 10), with its total duration reduced as well (FAF 45 → 43).}}
**{{buff|Confusion has less startup and reflects projectiles faster (frame 12 → 10), with its total duration reduced as well (FAF 45 → 43).}}
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*[[Teleport]]:
*[[Teleport]]:
**{{buff|Teleport has less ending lag on the ground (FAF 53 → 45).}}
**{{buff|Teleport has less ending lag on the ground (FAF 53 → 45).}}
**{{buff|It has less landing lag (30 frames → 20 frames).}}
**{{buff|It has less landing lag (30 frames → 20).}}
**{{buff|It can grab onto ledges more easily, with the new ledge grab range being roughly twice its original size.}}
**{{buff|It can grab onto ledges more easily, with the new ledge grab range being roughly twice its original size.}}
**{{buff|It grants slightly more intangibility frames (frames 9-17 → 9-19).}}
**{{buff|It grants slightly more intangibility frames (frames 9-17 → 9-19).}}
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*[[Disable]]:
*[[Disable]]:
**{{buff|Disable grants full intangibility during frames 10-16.}}
**{{buff|Disable grants full intangibility during frames 10-16.}}
**{{buff|The projectile has a longer duration (frames 16-22 → 16-23), also traveling farther as a result.}}
**{{buff|The hitboxes are placed lower (Y offset: 0u → -1.7u) and further out (Z offset: 0u → 2.5u), improving the move's range against short opponents, as well as horizontally alongside the previous change.}}
**{{buff|The hitboxes are placed lower (Y offset: 0u → -1.7u) and further out (Z offset: 0u → 2.5u), improving the move's range against short opponents, as well as horizontally alongside the previous change.}}
**{{nerf|The move has more ending lag (FAF 48 → 53).}}
**{{change|It has an altered animation: Mewtwo spreads its arms out without leaning forwards, which resembles its official artwork. The particle effect has also been changed to become a green flash of light that travels outwards at eye level, making its hitbox clearer.}}
**{{nerf|It has more ending lag (FAF 48 → 53).}}
**{{nerf|The ground-only hitbox is slightly smaller (2.34u → 2.3u).}}
**{{nerf|The ground-only hitbox is slightly smaller (2.34u → 2.3u).}}
**{{change|It has an altered animation: Mewtwo spreads its arms out without leaning forwards. The particle effect has also been changed to become a green flash of light that travels outwards at eye level, making its hitbox clearer.}}
*[[Psystrike]]:
*[[Psystrike]]:
**{{buff|Psystrike deals more damage (30% → 40%).}}
**{{buff|Psystrike deals more damage (30% → 40%).}}
**{{change|It has altered knockback (50 base/80 scaling → 80/40), making it stronger on smaller stages but weaker on larger stages.}}
**{{change|It has altered knockback (50 base/80 scaling → 80/40), making it stronger on smaller stages but weaker on larger stages.}}
**{{change|It has modified visual effects. The projectile is colored purple and white throughout the orb instead of purple at the edge and black/yellow/blue in the center. The center of the orb resembles a burst of energy instead of a vortex, and the move causes more intense visual effects when it hits an opponent.}}
**{{change|It has modified visual effects. The projectile is colored purple and white throughout the orb instead of purple at the edge and black/yellow/blue in the center. The center of the orb resembles a burst of energy instead of a vortex, and the move causes more intense visual effects when it hits an opponent.}}
**{{change|The final blow of the attack now happens on all opponents simultaneously rather than one at a time.}}

Latest revision as of 18:43, October 16, 2024

Aesthetics

  • Change As with other previous downloadable fighters in SSB4, Mewtwo's appearance is largely unchanged, though its model features a more subdued color scheme. Its body appears to have a glossy sheen, and the end of its tail is also slightly larger.
  • Change Mewtwo's idle pose has been altered; it now keeps one of its arms lifted and stands more upright, similar to its stance in Pokémon Stadium. However, it will revert to its idle animation from SSB4 while holding a small item.
  • Change Mewtwo's falling animation has been altered; it does not keep its arms folded, only doing so when falling forward or backward.
  • Change Side taunt now has it slightly levitate over the ground.
  • Change Mewtwo's victory poses have been slightly altered:
    • Change The pose where Mewtwo laughs and floats has it float higher and look farther away from the screen.
    • Change The pose where Mewtwo thrusts its hand outward has an altered camera angle more towards its hand.
    • Change The pose where Mewtwo faces away from the screen has Mewtwo keep its eyes shut for slightly longer.
  • Change As with all previous downloadable fighters in SSB4, Mewtwo now has a unique Palutena's Guidance conversation.

Attributes

  • Buff Like all characters, Mewtwo's jumpsquat takes 3 frames to complete (down from 5).
  • Buff Mewtwo is heavier (74 → 79), weighing as much as Kirby. This improves its survivability.
  • Buff Mewtwo runs faster (2.05 → 2.255).
    • Buff Mewtwo's initial dash is significantly faster (1.4 → 2.255).
  • Buff Mewtwo walks slightly faster (1.2 → 1.26).
  • Buff Mewtwo's traction is significantly higher (0.04 → 0.116), going from the second-worst in the game to above-average. This makes it easier for Mewtwo to punish out of shield.
  • Buff Mewtwo's air speed is higher (1.25 → 1.313).
  • Buff Mewtwo performs its double jump more quickly, improving its recovery and combo game.
  • Change Mewtwo's falling speed is faster (1.5 → 1.55). This improves its vertical survivability, but makes it more susceptible to combos.
  • Buff Both rolls grant more intangibility (frames 4-13 → 4-15 (forward), 5-16 (back)).
  • Nerf Back roll has more startup (frame 4 → 5) and ending lag (FAF 30 → 35).
  • Buff Spot dodge grants more intangibility (frames 2-14 → 3-17).
  • Nerf Spot dodge has more startup (frame 2 → 3), with its total duration increased as well (FAF 25 → 26).
  • Buff Air dodge grants more intangibility (frames 2-24 → 3-26).
  • Nerf Air dodge has more startup (frame 2 → 3) and significantly increased ending lag (FAF 29 → 52), no longer being the fastest in the game. In combination with the removal of unlimited air dodging, this greatly hinders Mewtwo's approach and defensive options.
  • Nerf Mewtwo has an additional hurtbox in its tail that extends to near the tip. This reduces the disjoints of Mewtwo's attacks involving its tail, and gives it a bigger hurtbox overall.

Ground attacks

  • Neutral attack:
    • Buff The first hit has a longer hitbox duration (frame 5 → frames 5-6) and less ending lag (FAF 25 → 22).
    • Buff The first hit transitions into the infinite faster (frame 10 → 7).
    • Buff The first hit has altered angles to keep opponents closer to Mewtwo (76°/70° → 361°/180°), and a hitstun modifier of 6, allowing it to lock opponents and connect better into the infinite.
    • Buff The infinite has received several changes to allow it to connect much more effectively and rack up more damage overall, despite dealing slightly less damage per hit (1% → 0.8%):
      • Buff It has less startup (frame 8 → 5), a shorter gap between hits (6 frames → 3), and a lower hitlag multiplier (1× → 0.5×) and SDI multiplier (1× → 0.4×), making it harder to escape.
      • Buff It has a different launch angle to keep grounded opponents closer to Mewtwo (70°/89° → 361°).
      • Buff It deals less knockback (14 base/30 scaling → 8/10) and each hit has a hitstun modifier of 3.
      • Buff It has a larger hitbox (5.2u → 5.6u).
    • Buff The infinite's finisher has a longer hitbox duration (frame 6 → frames 6-7).
    • Buff The finisher deals slightly more damage (2% → 2.5%) with no compensation on knockback, allowing it to KO under 200% near the edge.
    • Nerf The first hit deals less damage (4% → 3%) and knockback (50/20 base/20/60 scaling → 25/20 base/15 scaling), removing its guaranteed jab cancel setups from Smash 4, despite its lower ending lag and hitstun modifier.
    • Nerf Like other neutral attacks, the first hit can transition into the infinite by simply holding the attack button or pressing it once more if it hits an opponent, rather than only by pressing it multiple times. This makes it harder to jab cancel, as the window to input other attacks instead of triggering the infinite is effectively shortened.
    • Nerf The finisher has more ending lag (FAF 36 → 41).
    • Change The first hit and the finisher have higher hitlag multipliers (1× → 1.8× (hit 1), 2× (finisher)).
    • Change The infinite has gained a shieldstun multiplier of 4×. This allows it to lock opponents into their shields between each hit, and thus pressure them more effectively, but also allows them to cancel shieldstun and punish Mewtwo more easily if they shield 10 hits or more.
  • Forward tilt:
    • Buff Forward tilt deals more damage (10%/9%/8% → 11%/10%/9%) and knockback (20 base/100 scaling → 70/75), increasing its safety on hit at low percents and greatly improving its KO potential.
      • Nerf However, this removes its ability to lock opponents at low percents.
    • Buff It has larger hitboxes (4.3u/3.7u/2.9u → 5u/4.6u/4.2u) with altered placements (X offset: 0u/1.8u/0u → 1.5u/2.5u/2u, Z offset: 0u/-2u/0u → 0u/0u/0u (Z-offset)), improving its range.
    • Change It has an altered animation: Mewtwo spins its full body around before swinging its tail.
  • Up tilt:
    • Buff Up tilt deals more damage (6%/5%/4.5%/4.5% → 7%/6%/5.5%/5.5% (clean), 5%/4%/3% → 6%/5%/4% (late)), with knockback mostly compensated on all but the clean fourth hitbox (114/80/55 → 105/71). This slightly improves the move's KO potential, without worsening its combo ability due to Mewtwo's faster jumpsquat.
      • Change The clean fourth hitbox has more knockback scaling (50 → 71). This makes it safer on hit at lower percents, but hinders its combo potential at higher percents, removing guaranteed KO setups into up smash.
    • Buff The clean tipper hitbox launches towards Mewtwo like the rest of the hitboxes (361° → 110°), improving the move's consistency.
    • Change The move has a slightly altered animation, with Mewtwo beginning its tail swipe lower to the ground and landing on its feet immediately after the flip. This improves its overall reach on both sides, but makes landing the clean fourth hitbox noticeably harder due to being outprioritized by the other hitboxes.
  • Down tilt:
    • Nerf Down tilt has slightly more ending lag (FAF 21 → 24), hindering its combo potential.
    • Change It has an altered animation: Mewtwo sweeps its tail inward instead of outward.
  • Dash attack:
    • Change Dash attack has a new animation that puts Mewtwo's body more parallel to the ground during the attack.
    • Buff Its clean sweetspot and late sourspot deal more damage (10%/4% → 12%/4.5%) with no compensation on knockback, granting the clean sweetspot KO potential at realistic percentages.
    • Buff It has gained a shieldstun multiplier of 1.3×. In combination with its higher damage and the increased shieldstun for ground attacks, this makes it safer on shield.
    • Nerf Due to the changes to jostle mechanics, it can no longer cross-up shields unless done at point-blank on smaller characters, allowing it to be punished more easily despite its increased shieldstun.
    • Nerf It has a higher hitlag multiplier (1× → 1.25×), making it easier to DI.
    • Change It launches at lower angles (60°/70°/80° → 54°/60°/70°), further improving the clean hit's KO potential, but hindering the late hit's combo potential.
  • Forward smash:
    • Buff Forward smash can be angled.
    • Buff It has a longer hitbox duration (frames 19-21 → 19-22).
    • Buff The sweetspot deals more damage (19% → 20%) and knockback (21 base/85 scaling → 30/90), significantly improving its KO potential (allowing it to KO under 90% from the center of Final Destination, compared to previously not KOing until around 110% under the same circumstances).
    • Buff The sweetspot is larger (5.6u → 6.3u), improving its range.
  • Up smash:
    • Buff Up smash's first hit sends at an autolink angle (100° → 368°), allowing it to connect better into the subsequent hits.
    • Buff The last hit has a longer duration (frames 34-35 → 22-25).
    • Buff The last hit has more knockback scaling (107 → 111), improving its KO potential.
    • Change The move hits four times instead of seven. However, the first three hits deal more damage (1% → 2%), leaving its total damage output unchanged.
      • Nerf The last hit has less startup to accommodate for this change (frame 34 → 22). This significantly shortens the move's hitbox duration, while its total duration remains unchanged, greatly increasing its ending lag as well. As a result, the move is much less effective as an anti-air, and easier to punish if it misses or is shielded.
    • Nerf Due to the changes to jostle mechanics, the first hit is notably more difficult to land, sometimes missing opponents even at point blank range due to Mewtwo's character model pushing them away. As a result, the move is much less consistent at hitting opponents than in Smash 4, especially as an out-of-shield punish.
    • Change The energy swirl is opaque and stylized, instead of a translucent whirl of particles.
  • Down smash:
    • Buff Down smash has less ending lag (FAF 44 → 41).
    • Buff It deals more damage (15% → 16%) with no knockback compensation, improving its KO potential. Alongside its reduced ending lag, this also makes it safer on shield.
    • Buff It deals additional shield damage (0 → 8 (close)/4 (far)), allowing it to better wear down shields, even with the potential of breaking them depending on charge.
    • Buff It has a longer hitbox duration (frames 21-22 → 21-23).
    • Buff It has much larger hitboxes (4u/8.7u → 7.5u/11u) that are placed higher (Y offset: 3.5u/3.5u → 4u/4u), improving its range. In combination with its longer hitbox duration, this makes it more effective for 2 frame punishes.
    • Nerf It has a higher hitlag multiplier (1× → 1.3×), making it easier to DI.

Aerial attacks

  • Buff All aerials have less landing lag (13 frames → 10 (neutral), 14 → 8 (forward), 17 → 10 (back), 13 → 8 (up), 18 → 11 (down)).
  • Neutral aerial:
    • Buff The looping hits' deal more set knockback (22/46 → 30/60), and their feet hitboxes send at an autolink angle (110° → 367°), allowing them to connect more reliably.
    • Nerf The move takes longer to interrupt (FAF 46 → 50).
    • Nerf The looping hits have smaller hitboxes (3u → 2.5u), reducing the move's range for most of its duration.
      • Buff However, the last hit has a larger hitbox (10.9u → 13.5u).
    • Change The move hits six times instead of nine. However, the first five hits deal more damage (1% → 1.6%), leaving its total damage output unchanged.
      • Nerf The last hit has less startup to accommodate for this change (frame 39 → 27), This considerably shortens the move's hitbox duration, and significantly increases its ending lag in combination with its slower interruptibility, no longer allowing Mewtwo to act only five frames after the hitboxes cease.
    • Change Due to the change to the Sakurai angle against aerial opponents (45.2637° → 38°), the move has improved edgeguarding potential, but coupled with its increased ending lag, it has almost entirely lost its combo potential into other aerials without landing.
    • Change The last hit has a higher hitlag multiplier (1× → 1.2×), making it easier to DI, but giving Mewtwo more time to react to the direction the opponent is sent into.
    • Change The move has altered visuals: rather than emitting multicolored orbs, Mewtwo discharges electricity around itself while flashing with a blue overlay.
  • Forward aerial:
    • Buff Forward aerial's arm hitbox is larger (3.9u → 4.5u).
    • Buff It sends at a lower angle (50° → 47°), slightly improving its KO potential near the edge.
    • Nerf It has more startup (frame 6 → 7) and ending lag (FAF 38 → 40). In combination with the new knockback speed up effect decreasing hitstun for higher knockback values, this removes its combo potential into itself.
    • Nerf It auto-cancels later (frame 36 → 37).
  • Back aerial:
    • Buff Back aerial's sweetspot has increased knockback scaling (90 → 101) while its middlespot and sourspot deal more damage (11%/9% → 12%/11%), improving its KO potential.
  • Up aerial:
    • Buff Up aerial deals more damage (11%/10%/9% → 12%/11%/10%) and has increased knockback scaling on the sweetspot, with its middlespot and sourspot mostly compensated (97 → 98/92/92), notably improving its KO potential.
      • Nerf Its increased knockback hinders its combo potential at higher percents, especially out of an immediate double jump.
    • Change It has an altered animation: Mewtwo no longer faces the screen after finishing its tail sweep.
  • Down aerial:
    • Buff Down aerial's sweetspot is placed lower (Y offset: -6.5u → -7.7u), improving its vertical range.
    • Nerf It has more ending lag (FAF 46 → 48).
    • Nerf The sourspot has a higher hitlag multiplier (1× → 1.2×), making it easier to DI.
    • Change It now uses a darkness effect.

Throws and other attacks

  • Grabs:
    • Nerf All grabs have more ending lag (FAF 36 → 40 (standing), 43 → 48 (dash), 41 → 43 (pivot)).
    • Nerf Dash and pivot grab have more startup (frame 9 → 10 (dash), 10 → 11 (pivot)).
    • Nerf Dash grab has less range (Z2 offset: 12.7u → 12u).
    • Buff Pivot grab has more range (Z2 offset: -15.2u → -17.3u).
  • Pummel:
    • Buff Pummel deals more hitlag (7 frames → 14), but has less startup (frame 4 → 1) and significantly less ending lag (FAF 19 → 7), shortening its duration.
    • Nerf It deals less damage (2% → 1.3%).
    • Change It has a new animation where it clenches its hand to attack. Additionally, Mewtwo no longer leans into the opponent when performed.
    • Change It now attacks with dark energy rather than electricity, accompanied by the attack having a darkness effect instead of an electric one.
  • Forward throw:
    • Buff Forward throw's Shadow Balls launch at a lower angle (43° → 38°), slightly improving its ability to set up edgeguards.
    • Buff The Shadow Balls have a lower SDI multiplier (1× → 0.8×), making them harder to escape.
    • Change The speed of the throw is no longer weight dependent, causing the shots to connect less reliably against lightweights, but more reliably against heavyweights.
    • Change The universally increased hitlag causes the shots to connect more reliably at lower percents, while the knockback speed-up effect causes them to connect less reliably at higher percents.
      • Nerf However, the new mechanic of hitlag being reduced as the number of players in a match increases worsens the shots' ability to connect in battles with more than two players.
    • Change The throw has more set knockback (30 → 35).
  • Back throw:
    • Buff Back throw deals more damage (10% → 11%) with no compensation on knockback, improving its KO potential.
    • Change It has an altered animation: Mewtwo tosses the opponent over its shoulder nonchalantly.
  • Down throw:
    • Buff Down throw has less ending lag (FAF 46 → 42), granting the move combo potential; most notably, it now has a KO setup into forward aerial at high percentages.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves

  • Shadow Ball:
    • Buff Like other charge-cancelable moves, Mewtwo can cancel Shadow Ball by spot dodging or jumping.
    • Buff It has less startup (frame 23 → 18) and ending lag (FAF 49 → 40).
    • Buff It reaches its full charge more quickly (138 → 123 frames).
    • Buff Uncharged Shadow Ball deals more damage (2.5% → 4%).
    • Buff Fully charged Shadow Ball has more knockback scaling (67 → 71), improving its KO potential.
    • Buff The changes to Shadow Ball in combination with the universally increased hitlag and Mewtwo's faster mobility allow it to combo into other attacks at various percentages depending on charge and positioning, such as dash attack and forward aerial.
    • Nerf The move can no longer be charge-canceled immediately, instead incurring 4 frames of lag beforehand.
    • Nerf Rather than gaining additional shield damage when charged that increases alongside the charge level, it has negative shield damage even when uncharged, which further decreases as it is charged (0 (minimum), 3 (maximum) → -0.6, -4). This worsens fully charged Shadow Balls' ability to break shields.
    • Change Mewtwo always vocalizes when releasing a fully charged Shadow Ball, regardless whether the full charge was stored or not.
  • Confusion:
    • Buff Confusion has less startup and reflects projectiles faster (frame 12 → 10), with its total duration reduced as well (FAF 45 → 43).
    • Buff It has larger hitboxes (6.4u/9.2u → 7.4u/10.2u), improving its range.
    • Buff It incapacitates opponents for a certain amount of time after they are swirled around, which increases alongside their percent. Mewtwo has an advantage of one frame over the opponent starting at 15%, which increases by one frame for each additional 25%, until capping at six frames with a percentage of 140%. This grants the move followup potential, notably enabling a near-inescapable KO setup into forward aerial when performed in the air with the opponent at 140% or higher.
    • Nerf It halts Mewtwo's horizontal momentum in the air, hindering its utility as a recovery move and landing mixup.
    • Change It no longer corrects the opponent's position to the center of the ripple, which may leave them too far away to follow up with an attack, but far enough to be unable to punish Mewtwo with an aerial attack after using the move.
  • Teleport:
    • Buff Teleport has less ending lag on the ground (FAF 53 → 45).
    • Buff It has less landing lag (30 frames → 20).
    • Buff It can grab onto ledges more easily, with the new ledge grab range being roughly twice its original size.
    • Buff It grants slightly more intangibility frames (frames 9-17 → 9-19).
    • Nerf It retains less horizontal momentum on the ground due to Mewtwo's increased traction, making ledge-canceling notably harder to perform.
    • Change It has a darker, more distinct visual effect when Mewtwo disappears and reappears.
  • Disable:
    • Buff Disable grants full intangibility during frames 10-16.
    • Buff The hitboxes are placed lower (Y offset: 0u → -1.7u) and further out (Z offset: 0u → 2.5u), improving the move's range against short opponents, as well as horizontally alongside the previous change.
    • Change It has an altered animation: Mewtwo spreads its arms out without leaning forwards, which resembles its official artwork. The particle effect has also been changed to become a green flash of light that travels outwards at eye level, making its hitbox clearer.
    • Nerf It has more ending lag (FAF 48 → 53).
    • Nerf The ground-only hitbox is slightly smaller (2.34u → 2.3u).
  • Psystrike:
    • Buff Psystrike deals more damage (30% → 40%).
    • Change It has altered knockback (50 base/80 scaling → 80/40), making it stronger on smaller stages but weaker on larger stages.
    • Change It has modified visual effects. The projectile is colored purple and white throughout the orb instead of purple at the edge and black/yellow/blue in the center. The center of the orb resembles a burst of energy instead of a vortex, and the move causes more intense visual effects when it hits an opponent.
    • Change The final blow of the attack now happens on all opponents simultaneously rather than one at a time.