Super Smash Bros. 4

Mewtwo (SSB4): Difference between revisions

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{{disambig2|Mewtwo's appearance in Super Smash Bros. 4|the character in other contexts|Mewtwo}}
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{{Infobox Character
{{Infobox Character
|name = Mewtwo
|name = Mewtwo
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|game = SSB4
|game = SSB4
|ssbgame1 = SSBM
|ssbgame1 = SSBM
|availability = [[DLC|Downloadable]]
|ssbgame2 = SSBU
|availability = [[Downloadable content (SSB4)|Downloadable]]
|tier = A
|ranking = 10
}}
}}
:{{cquote|Mewtwo Strikes Back!|cite=Introduction Tagline}}
:{{Cquote|''Mewtwo Strikes Back!''|cite=Introduction Tagline}}
'''Mewtwo''' ({{ja|ミュウツー|Myūtsū}}, ''Mewtwo'') is a playable character in ''[[Super Smash Bros. 4]]'' as the first [[downloadable content|downloadable character]] that was released in mid-late April 2015. It was confirmed to be a playable character during the [[Super Smash Bros. for Wii U 50-Fact Extravaganza]] on October 23rd, 2014. Its appearance in ''Super Smash Bros. 4'' makes it the first character in all of the series to be downloadable after the game's release; it also makes it the second of three ''[[Super Smash Bros. Melee]]'' characters that were cut from ''[[Super Smash Bros. Brawl]]'' to return for ''Super Smash Bros. 4'', after {{SSB4|Dr. Mario}} and preceding {{SSB4|Roy}}. Mewtwo was made available to the public on April 28th, 2015; however, it was available early as a free download as of April 15th to players who registered both the 3DS and Wii U versions of the game on Club Nintendo before March 31st, 2015.<ref>[http://www.nintendo.co.uk/Campaigns/Super-Smash-Bros-Club-Nintendo-Promotion/Super-Smash-Bros-Club-Nintendo-Promotion-937174.html]</ref>
'''Mewtwo''' ({{ja|ミュウツー|Myūtsū}}, ''Mewtwo'') is a playable character in ''[[Super Smash Bros. 4]]''. Its return to the series (erroneously calling it a "new fighter") was announced during the [[Nintendo Direct#Super Smash Bros. for Wii U: 50-Fact Extravaganza|''Super Smash Bros. for Wii U'' 50-Fact Extravaganza]] on October 23rd, 2014.<ref>[https://www.youtube.com/watch?v=j0BBGzfw0pQ Wii U - Super Smash Bros. for Wii U 50-Fact Extravaganza]</ref> Mewtwo is the first [[Downloadable content (SSB4)|downloadable]] character in ''Super Smash Bros.'' history, and was made available on April 28th, 2015.<ref name="DLCdate">[https://www.youtube.com/watch?v=IMedqo8mLaQ Nintendo Direct 4.1.2015]</ref> However, it was made available at no cost as early as April 15th, 2015 for players who registered both {{for3ds}} and {{forwiiu}} on Club Nintendo by March 31st, 2015.<ref name="DLCdate"/><ref>[http://www.nintendo.co.uk/Campaigns/Super-Smash-Bros-Club-Nintendo-Promotion/Super-Smash-Bros-Club-Nintendo-Promotion-937174.html Super Smash Bros. Club Nintendo Promotion]</ref>


Mewtwo is now voiced by Keiji Fujiwara, replacing Masachika Ichimura's work from ''Super Smash Bros. Melee''. As in ''Melee'', Mewtwo has fully voiced victory quotes in Japanese (which are re-recorded versions of its ''Melee'' quotes), though they were removed for international versions. Its phrases, and most of its grunts and other voice clips, are inspired from those from ''Melee''.
Rather than retaining {{s|wikipedia|Masachika Ichimura}} as its voice actor from ''Melee'', Mewtwo is now voiced by {{s|wikipedia|Keiji Fujiwara}}, who imitates some of the former's voice clips from ''Melee''.
 
Mewtwo is ranked 10th out of 54 on the [[tier list]], placing it in the A tier. This is a drastic improvement from its low-tier placement in ''Melee'', where it was ranked 20th out of 26, and is its best placement in the series. Mewtwo boasts excellent mobility: in addition to retaining its very fast [[air speed]], its [[walk]]ing and [[dash]]ing speeds have become drastically faster, and it can now [[wall jump]].
 
Mewtwo also possesses a flexible combo game. Its neutral attack is a very reliable [[jab cancel]], even at high percentages, while its down tilt and [[fast fall]]ing up aerial both possess a variety of follow-ups at low to high percentages. Like in ''Melee'', Mewtwo's grab game is potent: its forward throw is tied for the most damaging throw of its kind in the game, whereas its back and up throws are viable KOing options. Mewtwo also boasts a respectable number of potent KOing options: in addition its up and back throws, its smash attacks, forward aerial, and fully charged [[Shadow Ball]] each possess considerable power.
 
Lastly, most of Mewtwo's [[special move]]s also have improved utility. Fully charged Shadow Ball has a larger hitbox and longer range; [[Confusion]] now functions as a traditional [[reflector]] and now grants a small vertical boost when used in midair; and [[Disable]]'s [[stun]] effect has a longer duration.
 
However, Mewtwo's infamous frailty has become even more pronounced, owing to its larger size and much lighter [[weight]]. This, in turn, is compounded by its slightly below-average frame data and slow double jump, which force it to rely on its neutral aerial, forward aerial, or Teleport to escape pressure more often than not.
 
After initially being a poorly perceived character upon its release, game updates significantly improved Mewtwo's viability over time. This has been reflected by players such as {{Sm|Abadango}}, {{Sm|Rich Brown}}, and {{Sm|WaDi}} consistently achieving high placings in competitive play, whose successes have helped Mewtwo achieve top-tier status as of ''SSB4''{{'}}s second tier list.


==Attributes==
==Attributes==
{{incomplete}}
Mewtwo is a character whose majority of attributes are unusually polarizing, with only its [[falling speed]] and [[gravity]] being average. It is tall, yet is the second [[weight|lightest]] character in the game, being surpassed only by {{SSB4|Jigglypuff}}. By extension, Mewtwo's hurtbox has a deceptive size: although it is larger than in ''Melee'', its model's adjusted [[Hitbox#Hitboxes in three dimensions|z-axis]] position has resulted in its hurtbox ending approximately at its digits, ankles, and the base of its tail.<ref name="Hurtbox"/><ref name="Kurogane"/> As a result, the majority of Mewtwo's tail now lacks hurtboxes unlike in ''Melee'', which makes all but the base of its tail immune to opposing hitboxes. However, its hurtbox will still extend slightly when it attacks, whereas its digits, ankles, and the base of its tail will leave their z-axis positions when it is in [[hitstun]] or while [[tumbling]].<ref name="Hurtbox"/>
Mewtwo is the second lightest character in the game, possessing above average damage output, as well as fast air and dashing speeds, making it a fairly mobile character. However, despite its floaty nature, it is very easy to combo due to its tall size. As its fighter trophy states, its throws are among the most powerful in ''SSB4'', with even its weakest dealing a respectable 9%. A majority of Mewtwo's attacks make use of its tail, giving it good reach as a result. Nonetheless, its tail attacks deal more damage if used up close (contrary to the aforementioned perk) and are moderately slow, making them easily [[punish|punishable]] if dodged or shielded. [[Shadow Ball]], Mewtwo's neutral special, has been given a significant increase in strength to the point that it is now one of its most viable KOing options when fully charged, as well as being capable of breaking shields if it is reflected. The movement recoil it deals when fired has also been increased, which can either result in an unintended [[self-destruct]] or be used as a clever method of aiding Mewtwo's recovery. [[Teleport]] also has been changed; it has more endlag, momentum, and start-up, and while these traits make it generally more risky to use when warping to the floor due losing its ability to play [[mindgame]]s, it is still useful due to its range and because it renders Mewtwo invulnerable for a split second. [[Confusion]] and [[Disable]], both of which were notorious in ''Melee'' for being virtually useless, have been buffed considerably and now provide help Mewtwo offensively as well as defensively. Confusion is now a proper [[Reflection|reflector]], which helps Mewtwo deal with zoning-oriented characters and their projectiles. It also provides Mewtwo a slight vertical boost when used in midair, which further helps its recovery, and can help Mewtwo set up a follow-up. Disable now immobilizes the opponent longer and has decreased cooldown. Additionally, all characters now perform an animation when snapping out of it, essentially giving Mewtwo a cue to unleash a smash attack. These modifications make it a much better special attack to use, as Mewtwo can catch a foe by surprise in close combat and then start any manner of combos, or simply finish them off if their damage is high enough. Lastly, Mewtwo, along with the rest of the returning ''Melee'' veterans, has a [[Final Smash]]: [[Psystrike]]. It is a large sphere of psychic energy that briefly slows down time upon being launched. When coupled with its ability to bypass walls and its strong launching power, it is a very useful KOing option.  
 
In regard to grounded mobility, Mewtwo's [[walk]]ing speed is tied with {{SSB4|Charizard}}'s for the fifteenth fastest in the game, whereas its [[dash]]ing speed is the seventh fastest in the game. However, its [[traction]] is also tied with Charizard's for the second lowest in the game. This polarization is also apparent with Mewtwo's aerial mobility: its [[air speed]] is the third fastest in the game, yet it has slow [[air acceleration]], while its [[double jump]] is the highest in the game, yet accelerates slowly at its beginning. As a result of these attributes, landing and [[approach]]ing safely can be difficult. Unlike in ''Melee'', Mewtwo is capable of [[wall jump]]ing.
 
Mewtwo's air game is highly potent. Its [[air dodge]] makes it disappear briefly and is the fastest one in the game, thanks to it concluding after 28 frames. Mewtwo's aerial moves boast impressive power thanks to their respectable damage outputs and very high knockback scaling, yet are also useful for partaking in combos. Neutral aerial's hitbox has a long duration, which allows it to punish air dodges or start combos upon landing as the opponent is being hit. Forward aerial is Mewtwo's fastest aerial, thanks to it hitting on frame 6. When coupled with its power and range, it can either combo into itself at low percentages, or KO outright at high percentages.


Overall, Mewtwo provides a "high risk, high reward" playstyle, similarly to {{SSB4|Little Mac}}. Due to possessing a number of KOing options that have capable reach as well as a rather formidable grab game, yet being burdened with very light weight and a susceptibility to combos and juggling, it will have to capitalize on reads more often than not like Mac does. Its specials can be deadly with the correct timing, but they all have their own unique consequences if they do not find their mark or are not used wisely.
Back aerial has very large range, which enables it to [[edge-guard]] reliably, yet also combo into itself at low percentages or KO outright at high percentages. Up aerial, like back aerial, has a very large range, which enables it to partake in combos or juggles. Its base hitbox's high knockback scaling also makes it KO reliably near the upper blast line. Lastly, down aerial is a very powerful [[meteor smash]] when sweetspotted, yet is also strong enough to KO on-stage opponents quite reliably. Due to it hitting on frame 15, however, it is Mewtwo's slowest aerial, and has the highest amount of landing lag out of its aerials.


==Changes from ''Melee''==
Despite having been toned down since ''Melee'', Mewtwo's grab game is among the most potent in ''SSB4''. When all of its Shadow Balls hit, forward throw is tied with {{SSB4|Ganondorf}} and maximum [[Aura]] {{SSB4|Lucario}}'s forward throws as the most damaging throws of their kind in the game; this makes it useful for both damage racking and refreshing its [[stale-move negation|stale]] moves. Up and back throws are among the strongest throws in the game, making them viable KOing options. Down throw lacks true combo potential, but nevertheless has [[mindgame]] potential, thanks to it launching opponents just out of counterattacking range. However, Mewtwo's overall grab range and pummel are both merely average. Regardless, the potency of its grab game supplements its air game, as it can allow Mewtwo to inflict a considerable amount of damage with just a few moves.
Although Mewtwo's buffs are noticeable, especially in regards to [[Disable]] and [[Confusion]], the major flaws it retains from ''Melee'' have resulted in Mewtwo being [[nerf]]ed overall in the transition to ''SSB4'', despite being largely considered one of the worst characters in ''Melee''. Its combo game, approach, and survivability were all toned down, with [[buff]]s failing to properly compensate.


One of Mewtwo's biggest nerfs in the transition is a large decrease to its already low [[weight]] (now being a mere four units heavier than {{SSB4|Jigglypuff}}) and a slight increase to its already tall hurtbox, making Mewtwo significantly easier to KO than in ''Melee''. [[Teleport]], formerly one of its reliable defensive options, has more landing lag, weakening its mix-up utility and its ability to escape pressure. Many attacks additionally have slightly more start-up. The loss of [[wavedashing]] and [[double jump canceling]] also harms Mewtwo, as those aided its combo game and approach in ''Melee''. Its throw-oriented combo game has been toned down significantly from ''Melee''; one example is that down throw now has slightly more end lag, making it even more difficult for Mewtwo to set up combos and thus being one of the only characters who have down throws that cannot combo properly. Although the new game mechanics have helped to create new combos, they do not compensate for the loss of Mewtwo's other more reliable set-ups from ''Melee''.
In comparison to its air and grab games, Mewtwo's ground game is a mixed bag. While generally powerful, all but a few of its grounded moves suffer from noticeable ending lag, which makes them risky when they are whiffed, shielded, or dodged. Its neutral attack is very useful: it can easily [[jab cancel]] and even out-prioritize many moves, which in turn enables Mewtwo to better utilize its grab game and quickly initiate combos when followed up with up tilt, down tilt, or [[Disable]]. Down tilt, in particular, is a very effective move: its long range, launching angles, and minimal overall lag make it very useful for starting combos and decent for spacing or [[shield stab]]bing. Up tilt can combo into Mewtwo's aerial moves and potentially itself on many characters even at high percentages, so long as it hits them with its near hitboxes.


Mewtwo, however, did receive several significant buffs in other areas; its aerials are better and it no longer has the worst [[tech]] in the game. More specifically, two specials that were previously viewed as useless, Disable and Confusion, were buffed in speed, usage, and the capability to chain into combos. Confusion in particular is now able to transfer projectiles to Mewtwo's ownership, improving its offense, defensive play against projectiles, and assisting in mindgames. Mewtwo's smash attacks were also buffed, with significant increases in knockback being applied to both its forward smash and up smash. Mewtwo can also dash faster than in ''Melee'', which helps its ground game. Mewtwo's retains a very powerful up throw and a forward throw that can both deal respectable damage and help refresh many moves in the stale move queue. The removal of directional air dodging and heavy landing lag with an air dodge is a significant buff to its Shadow Ball, which can be used to trap landings far easier than in ''Melee''.  
Forward tilt has good range, very high knockback scaling, and can be angled, all of which makes it decent for spacing. However, its very low base knockback makes it unable to KO at reasonable percentages. Although it is punishable, dash attack's respectable range has increased even further, thanks to its hitboxes being re-positioned outward, and its newfound disjointed hitbox. Lastly, Mewtwo's smash attacks have above-average strength and distinct perks: forward smash has the longest range; up smash hits multiple times and is a useful anti-air option; and down smash has the lowest amount of ending lag.


In a [[Character customization|custom moveset]] environment, Mewtwo does not receive any benefits, as it lacks custom moves due to its status as a [[Downloadable content|downloadable character]]. As a result of its significant flaws from ''Melee'' being worsened, Mewtwo has a weak tournament presence, such as being completely absent from [[EVO 2015]]. In the western scene, Mewtwo is regarded poorly, although Japanese players favor Mewtwo more highly, as several top players use it as a secondary.
Mewtwo's special moves are powerful, yet risky, much like its ground game. [[Shadow Ball]] has impressive utility regardless of its charge: it is useful for zoning or stopping approaches when uncharged, whereas it is one of the strongest and fastest projectiles in the game when fully charged. [[Teleport]] grants considerable horizontal momentum and renders Mewtwo invulnerable for a split second, which makes it a safe recovery overall. [[Confusion]], which was notorious in ''Melee'' for being virtually useless, has been buffed considerably. In addition to functioning as a long-ranged [[Grab#Special attacks as grabs|command grab]] that can bypass disjointed hitboxes, it now functions as a proper [[reflector]], which improves Mewtwo's neutral game by allowing it to counteract opposing projectiles. Confusion's utility also extends to Mewtwo's recovery, as it now grants a slight vertical and average horizontal boost during its first use in midair, and can completely reverse both its aerial momentum and direction. Lastly, [[Disable]] is a risky set-up option, but it can guarantee openings for combos and KOs if it connects, which is further supplemented by its [[stun]] duration having been increased since ''Melee''.
 
Despite Mewtwo's strengths, it has a few notable and fairly exploitable weaknesses. The most apparent of these is its frailty; Mewtwo's very light weight makes it very easy to KO, while its tall frame, average falling speed, and average gravity collectively make it easier to combo and juggle compared to other characters of its size and weight. Furthermore, Mewtwo lacks an effective aerial attack that can interrupt combos, whereas an attempt to Teleport out of combos can lead to it being punished because of its ending lag, momentum, and start-up lag having been increased since ''Melee''.
 
The majority of Mewtwo's moveset also possesses some restrictions in spite of their advantages. Despite its aforementioned hurtbox properties, Mewtwo's tail-based attacks are still susceptible to being countered, owing to the base of its tail being a part of its hurtbox. Fully charged Shadow Ball has recoil when used in the air, which can cause an inadvertent [[self-destruct]] while off-stage. Disable is punishable if it whiffs and can be reflected because of its status as a projectile, the latter of which can easily lead to a fatal turnabout against Mewtwo at high percentages.
 
Aside from forward aerial and fully charged Shadow Ball, the rest of Mewtwo's KOing options can be difficult to land. Up and back throw can be risky to attempt because of its 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. Despite their speed and accuracy, forward aerial and Shadow Ball's KO potentials can be hindered via staleness because of their frequent usage in Mewtwo's combos and neutral game, respectively. Lastly, its frame data is slightly below-average, which makes its attacks even more prone to punishment if they are not spaced well. As a result, Mewtwo can pressure effectively, yet is also vulnerable to pressure. It is also at a distinct disadvantage in a [[Character customization|custom moveset]] environment, as it lacks custom moves because of its status as a DLC character.
 
In regard to playstyle, Mewtwo's is an odd combination of styles: it fits the archetype of a glass cannon, yet typically relies on bait and punish tactics and defensive maneuvers to keep opponents from performing rushdowns and capitalizing on its very tall frame and extremely light weight. This does not mean Mewtwo is forced to rely on [[turtling]], however, as its outstanding mobility, excellent air game, and overall powerful moveset make it a force to be reckoned with. As such, Mewtwo is a "high-risk, high-reward" character with a fairly high learning curve, as it has to capitalize on reads more often than not because of its frailty and susceptibility to pressure.
 
In a similar manner to {{SSB4|Marth}}, Mewtwo was initially poorly regarded in ''SSB4''{{'}}s metagame because of its most serious flaws from ''Melee'' being worsened, which resulted in it suffering from low representation and poor results. After being heavily buffed in game updates, Mewtwo has received more representation and better results in the tournament scene, with its notable players including {{Sm|Abadango}}, {{Sm|Rich Brown}} and {{Sm|WaDi}}. Following Abadango winning [[Pound 2016]] while almost exclusively using Mewtwo, it is now regarded as a much better character than initially thought, with the general consensus being that Mewtwo warranted a spot as a high-tier character before it was officially reassessed as a top-tier character within the current tier list.
 
==Changes from ''[[Super Smash Bros. Melee]]''==
Mewtwo has been drastically buffed in its transition from ''Melee'' to ''Smash 4'', especially owing to the handful of buffs it has received within the game updates. One of its most useful buffs were to its mobility; its [[walk]]ing, [[dash]]ing, and [[air speed]]s are much faster, its [[jump]] and [[double jump]] are higher, it can now [[wall jump]], and its [[tech]]s' now-traditional animations make it less susceptible to [[tech-chasing]]. Mewtwo's [[air dodge]] has also improved: in addition to making it disappear, it is now the fastest in the game, while the removal of directional air dodges now enables it to retain Mewtwo's aerial momentum (although it also removes Mewtwo's ability to [[wavedash]]). Mewtwo's model also underwent very subtle, yet beneficial tweaks: its larger size increased the range of its tail-based attacks, while its model's re-positioning within the [[Hitbox#Hitboxes in three dimensions|z-axis]] has resulted in its hurtbox having a deceptive size.
 
Mewtwo's moveset has been adjusted so as to be more consistent and practical. [[Confusion]], in particular, has drastically improved: it now functions as a traditional [[Reflection|reflector]], has considerably less ending lag, and now grants recovery distance on its first aerial use; these changes give it high utility as a landing option against projectiles, recovery extender, combo starter, and counter against shields. While [[Shadow Ball]] has lost its charging hitbox, its travel pattern is less erratic, which makes it more accurate, and thus improves its zoning potential. When coupled with it having a much larger hitbox when fully charged, it is now one of Mewtwo's most reliable KOing options. [[Disable]]'s [[stun]] duration has increased, while its hitbox has been extended and adjusted to reliably connect against even smaller fighters, while also being [[intangible]], all of which improves its set-up potential. Its aerials have also generally improved, as they now have considerably less landing lag, are more consistent, and possess more utility. Its [[smash attack]]s have been similarly strengthened with larger hitboxes, improving their effectiveness. The improvements to Mewtwo's moveset also allow it to make better use of its [[Teleport]]-oriented [[mindgame]]s.
 
However, Mewtwo has also received significant nerfs. Its infamous frailty was further exacerbated, thanks to its larger size and much lighter [[weight]]. Although still useful, Teleport's higher overall lag makes it less safe as an escape and mix-up option, whereas its added momentum can potentially lead to accidental [[self-destruct]]s. The improved practicality of Mewtwo's moveset is also slightly offset by its overall nerfed frame data, which is especially evident in regard to its tail-based attacks. Despite being much more mobile, Mewtwo's approach is hindered by the weakening of [[dash-dancing]] and the removal of both [[wavedash]]ing and [[moonwalk]]ing. Lastly, Mewtwo's grab game has been toned down: its pummel deals less damage, its back and up throws' KO potentials were considerably worsened because of their lowered knockback, and its down throw is now dependent on [[Mindgame#Predicting|reads]] because of its increased ending lag and the removal of [[chain grab]]bing.
 
Overall, Mewtwo has been re-balanced to be a more practical, consistent, and traditional glass cannon that can rack up damage and KO much more easily. However, these traits come at the cost of it being even riskier and requiring even more precision because of its worsened endurance. Thanks to its buffs, Mewtwo has become drastically more successful and viable than in ''Melee''.


===Aesthetics===
===Aesthetics===
*{{change|Mewtwo's design has undergone various changes much like the other playable Pokémon in ''SSB4''. Its proportions more closely resemble its most recent appearances in the core ''Pokémon'' games, with a smaller head, lighter skin and more bulbous fingers, which are different than that of its existing trophy.}}
*{{change|Mewtwo's design has changed. Unlike its [[Mewtwo (SSBM)|''Melee'' self]], it has a smaller head, which is now mesaticephalic instead of dolichocephalic. It also has a narrower jawline, significantly larger digit pads, slightly more pronounced pinnae, and a slightly thicker tail. Mewtwo's eye color is also slightly subdued now. Lastly, the aesthetic used in ''SSB4'' has resulted in Mewtwo having a sleeker design, and the purple portion of its skin being slightly more vibrant. Altogether, these changes make Mewtwo appear virtually identical to its appearance in ''{{s|bulbapedia|Pokédex 3D Pro}}''.}}
*{{change|Mewtwo now has an on-screen appearance.}}
*{{change|Mewtwo's green [[alternate costume]] from the previous game has been slightly updated. It is now aquamarine instead of green. Mewtwo has also received four new alternate costumes.}}
*{{change|Like many characters, Mewtwo's front side faces the screen regardless of which direction it is looking.}}
*{{change|Mewtwo is slightly more expressive, as its irises now shrink when attacked instead of simply turning yellow.}}
*{{change|Mewtwo is less vocal overall, as it no longer using a sound effect when using battering items.}}
*{{change|Mewtwo has been updated with universal features introduced in ''Brawl''.}}
**{{change|Mewtwo now has an [[on-screen appearance]] and two new [[taunt]]s. Its taunt from ''Melee'' remains as its up taunt.}}
**{{change|Mewtwo uses various voice clips for any move between its neutral infinite, its forward and up tilt attacks, its [[dash attack]], and any [[aerial attack]], and now uses specific clips for all three of of its [[smash attack]]s; using the same one for both forward and down smashes and a unique one for its up smash.}}
*{{change|Mewtwo is overall less vocal as the rate it speaks when attacking has been significantly lowered. It also no longer vocalizes when using [[Items#Types of items|battering items]].}}
**{{change|Mewtwo vocalizes upon waking up from [[asleep|sleep]] status when not suffering from any knockback, similar to many newcomers such as {{SSB4|Wii Fit Trainer}} and {{SSB4|Palutena}}.}}
*{{change|Mewtwo's chest now always faces the screen, regardless of whether it's facing left or right, mirroring its animations.}}


===Attributes===
===Attributes===
*{{buff|Mewtwo [[dash]]es faster (1.4 → 1.696).}}
*{{change|Mewtwo is slightly taller. This improves its range, but makes its hurtbox slightly larger.}}
*{{nerf|Mewtwo's [[weight]] was significantly decreased (85 → 72), now being the second lightest character in the game. This also makes it easier to combo despite being floaty. This worsens one of its biggest flaws in Melee.}}
*{{buff|Due to Mewtwo's model having an adjusted [[Hitbox#Hitboxes in three dimensions|z-axis]] position, its hurtbox ends approximately at its digits, ankles, and the base of its tail.<ref name="Hurtbox">[https://smashboards.com/threads/the-misconceptions-about-mewtwos-hurtbox-end-here.416127/ The misconceptions about Mewtwo's hurtbox end here]</ref><ref name="Kurogane">[https://twitter.com/KuroganeHammer/status/799494095194431488 Kurogane Hammer on Twitter: "Mythbusters: Mewtwo's tail doesn't have a hurtbox at all except at the very base of it. 2D stages don't magically make it have one."]</ref> However, its hurtbox will still extend slightly when it attacks, whereas its digits, ankles, and the base of its tail will leave their z-axis positions when it is in [[hitstun]] or while [[tumbling]].<ref name="Hurtbox"/>}}
*{{nerf|Mewtwo's [[air speed]] is slower (1.2 → 1.15).}}
*{{nerf|Mewtwo is significantly [[weight|lighter]] (85 → 74), going from being tied for the 16th heaviest in ''Melee'' to the standalone 2nd lightest in ''SSB4'', significantly hindering its endurance.}}
*{{nerf|Mewtwo is slightly taller, making it surprisingly easy to hit and combo despite its floatiness.}}
*{{buff|Mewtwo [[walk]]s faster (1.0 → 1.2).}}
*{{buff|Mewtwo [[crouch]]es lower.}}
*{{buff|Mewtwo [[dash]]es drastically faster (1.4 → 2.05), going from one of the slowest dashing speeds in ''Melee'' to one of the fastest in ''SSB4''.}}
*{{change|The removal of [[double jump cancel]]ling helps and hinders Mewtwo. It improves Mewtwo's recovery, as it can now use aerials or air dodges while keeping its momentum. However, it impairs Mewtwo's combo game.}}
*{{buff|Mewtwo's [[air speed]] is faster (1.2 → 1.25).}}
*{{buff|Mewtwo can [[wall jump]].}}
*{{change|Unlike most characters returning from ''Melee'', Mewtwo's [[falling speed]] was left unchanged. This means that it falls significantly faster relative to the cast, going from being tied for the 4th slowest in the game to around average.}}
*{{nerf|The loss of [[wavedash]]ing significantly harmed Mewtwo's approach.}}
*{{buff|Mewtwo's [[fast fall]]ing speed is also faster thanks to the universal changes to fast falling (2.3 → 2.4). This further improves its aerial mobility and leaves it less susceptible to juggling. When coupled with the updated air dodge mechanics, this also improves Mewtwo's landing options.}}
*{{nerf|Mewtwo is significantly harmed by the weakening of [[dash dancing]] and removal of [[moonwalking]].}}
*{{buff|[[Short hop]], [[jump]], and [[double jump]] are slightly higher. This enables its forward, back and up aerials to auto-cancel with a short hop in spite of their later auto-cancel windows, and improves its aerial mobility. Mewtwo can also now [[wall jump]], improving its recovery.}}
*{{buff|Mewtwo's [[tech]]s are more traditional in animation, making it harder to [[tech-chase]].}}
*{{buff|Mewtwo's soft landing is twice as fast (4 frames → 2).}}
*{{nerf|Several of Mewtwo's attack hitboxes does not match its attack trails.}}
*{{buff|Mewtwo's [[crouch]] is lower.}}
*{{change|Mewtwo's item swings are all different in animation, and its dash swings no longer have unique multi-hit behaviour.}}
*{{change|Walk and dash's animation have slightly changed. Mewtwo now hovers while facing the foreground at an angle instead of being parallel to the ground.}}
*{{change|The sound effects for Mewtwo's double jump and tail-based attacks are lower pitched.}}
*{{buff|Mewtwo's [[tech]] animations have been altered to be more traditional, making Mewtwo less susceptible to [[tech-chasing]].}}
*{{buff|Mewtwo's [[air dodge]] has less startup (frame 4 → 2) and much less ending lag (FAF 40 → 29), now being the fastest air dodge in the game.}}
*{{nerf|Mewtwo's air dodge has a shorter intangibility duration (frames 4-29 → 2-24).}}
*{{buff|Mewtwo's [[spot dodge]] has much less ending lag (FAF 38 → 25) going from one of the slowest spot dodges to one of the fastest.}}
*{{nerf|Mewtwo's spot dodge has a shorter intangibility duration (frames 2-21 → 2-14).}}
*{{buff|Mewtwo's [[roll]]s have less ending lag (FAF 38 → 30).}}
*{{nerf|Mewtwo's rolls have a shorter intangibility duration (frames 4-21 (forward), 4-19 (back) → 4-14 (both)).}}
*{{change|Mewtwo's item swing animations have changed. Dash swings also consist of one hit instead of multiple hits.}}
*{{change|The removal of [[double jump cancel]]ing both helps and hinders Mewtwo. It improves its recovery, as it can now use aerials or its air dodge while retaining its momentum, but hinders its combo game.}}
*{{nerf|The weakening of [[dash-dancing]] and the removal of [[wavedash]]ing and [[moonwalk]]ing significantly hinder Mewtwo's approach.}}
*{{nerf|The removal of [[glide toss]]ing hinders Mewtwo's approach while holding items.}}
**{{buff|However, Mewtwo can now super glide toss with its super glide toss covering a large distance.}}


===Ground attacks===
===Ground attacks===
*{{change|Neutral infinite has a slightly altered animation, where Mewtwo moves its body slightly. Its arm is now bent slightly as well.}}
*[[Neutral attack]]:
*{{buff|Neutral infinite has a finisher.}}
**{{nerf|Neutral attack deals less damage (6% → 4% (hit 1), 2% → 1% (loop hits)) and the first hit can no longer [[lock]] opponents due to changes to jab resets.}}
*{{nerf|Neutral attack's first and looping hits deal less damage (6% → 4% (first hit), 2% → 1% (loop)).}}
**{{buff|Neutral attack's first hit has decreased start-up (frame 8 → 6) and ending lag (FAF 30 → 25). It also has altered knockback (20 (set)/100 (scaling) → (50/20) (base)/(20/60) (scaling)). Altogether, these changes significantly improve its [[jab cancel]]ing potential. Neutral infinite has received a finisher, an upward swipe, and has decreased ending lag (FAF 52 → 36). These changes improve its safety.}}
*{{buff|Neutral attack comes out 2 frames sooner (frame 8 → 6).}}
*[[Forward tilt]]:
*{{change|Dash attack's animation has slightly changed.}}
**{{buff|Mid and far forward tilt deal more damage (8% (mid)/5% (far) → 9%/8%) and have increased base knockback (10 (mid)/0 (far) → 20 (both)).}}
*{{nerf|Dash attack's late hit lingering time is 9 frames shorter.}}
**{{nerf|Forward tilt has increased start-up lag with a shorter duration (frames 6-8 → 10-11), and more ending lag (FAF 29 → 36).}}
*{{nerf|Forward tilt comes out 2 frames later (frame 8 → 10). Angled forward tilt lasts 1 frame shorter.}}
*[[Up tilt]]:
*{{nerf|Down tilt deals less damage (9% 5% (near), 5% 4% (far)).}}
**{{change|Up tilt deals less damage (10%/8%/6%/5% (clean/late) → 6%/5%/4.5%/4.5% (clean)/5%/4%/3% (late)), and only the clean sweetspot and clean sourspot had their knockback fully compensated (0 (base)/115 (scaling) 70/114 (clean), 0/80 → 50/50 (sour)). These changes improve its combo potential but hinder its KO potential.}}
*{{nerf|Down tilt comes out 1 frame later (frame 5 → 6). It also lasts 1 frame shorter.}}
**{{nerf|Up tilt has increased start-up with a shorter duration (frames 6-12 → 8-13) and more ending lag (FAF 28 → 30).}}
*{{nerf|Up tilt comes out 2 frames later (frame 6 8).}}
*[[Down tilt]]:
*{{buff|Forward smash deals more knockback on both the sourspot and the sweetspot. The latter is also slightly easier to land, while its sourspot deals more damage. It also lasts 1 frame longer.}}
**{{change|Down tilt deals less damage (9% (near)/8% (mid)/5% (far) → 5%/4.5%/4%), and its knockback was not fully compensated (40 (base)/80 (scaling) (all) → 60/82 (near), 65/84 (mid), 60/70 (far)). Its angles have also been altered (80° → 80°/70°/60°). Altogether, these changes improve the near hit's combo potential but hinders the far hit's combo potential.}}
*{{nerf|Forward smash deals 1% less damage (20% → 19%).}}
**{{nerf|Down tilt has increased start-up lag with a shorter duration (frames 5-7 → 6-7), and more ending lag (FAF 20 → 21).}}
*{{nerf|Forward smash has slightly less range. It also comes out 1 frame later (frame 18 → 19).}}
*[[Dash attack]]:
*{{change|Forward smash's start-up animation changed; Mewtwo rears back with its side as opposed to bringing both hands back.}}
**{{buff|Sweetspotted dash attack deals 1% more damage (9% 10%).}}
*{{buff|Up smash deals 1% more damage (16% → 17%) and is significantly stronger, now being able to KO under 75% when fully charged and all of its hits land. The first 6 hits are also harder to escape from.}}
**{{buff|Dash attack has increased knockback (80 (base)/60 (scaling) (clean), 40/60 (late) → 80/70 (both)). It has also received a disjointed hitbox near Mewtwo's hand.}}
*{{nerf|Up smash's initial hitbox is significantly smaller, making it harder to land, especially on grounded opponents.}}
**{{change|Dash attack's animation has slightly changed. Mewtwo now performs a dark-energy infused palm thrust with one hand, instead of both. This new animation re-positions its torso hitbox around Mewtwo's arms, but shortens its lingering hitbox's duration (frames 12-29 → 12-20).}}
*{{buff|Down smash has more knockback growth (112 118).}}
*[[Forward smash]]:
*{{nerf|Down smash comes out 1 frame later (frame 20 → 21).}}
**{{nerf|Sweetspotted forward smash deals less damage (20% → 19%).}}
**{{buff|Sourspotted forward smash deals more damage (12% → 16%).}}
**{{buff|Forward smash has increased knockback scaling (75 (sweetspot)/80 (sourspot) → 85/90), improving its KO potential. Additionally, it has a larger hitbox (2u → 3u) and a longer duration (frames 19-20 → 19-21). Lastly, its sweetspot is easier to land than its sourspot.}}
**{{nerf|Forward smash has slightly increased start-up lag (frame 18 → 19) and slightly decreased range.}}
*[[Up smash]]:
**{{buff|Up smash's first hit has increased set knockback (40/18/18/8 → 90). Its second through sixth hits also have larger hitboxes. In addition, the weakening of SDI makes this move much harder to escape from. It also has decreased ending lag (FAF 70 → 69) and deals more damage due to changes to [[stale move negation]] (14% → 16%).}}
**{{nerf|Up smash's first hit has a slightly smaller hitbox.}}
**{{change|Up smash's last hit has altered knockback (40 (base)/118 (scaling) 60/107). It also has slightly increased horizontal range, but slightly decreased vertical range.}}
*[[Down smash]]:
**{{buff|Down smash has increased knockback scaling (103 → 118), significantly improving its KO potential. It also has slightly increased range against aerial opponents, thanks to its aerial foes-only hitbox being slightly larger (8.59 → 8.7).}}
**{{change|Down smash's angle has been altered (361° → 55°). The larger hitbox now makes the same large burn sfx as the smaller one, whereas in ''Melee'', it made a medium burn sound upon hitting someone.}}
**{{nerf|Down smash's hitbox that hits both grounded and aerial opponents has had its hitbox significantly reduced in size (6.25 4), reducing its range against grounded opponents.}}
**{{nerf|Down smash has slightly increased start-up (frame 20 → 21) and ending lag (FAF 38 → 44).}}


===Aerial attacks===
===Aerial attacks===
*{{buff|All aerials have less landing lag.}}
*{{change|All aerials have decreased landing lag (26/13 frames → 13 (neutral), 25/12 frames → 14 (forward), 28/14 frames → 17 (back), 20/10 frames → 13 (up), 28/14 frames → 18 (down)). Due to the removal of [[L-canceling]], however, they are not fully compensated with the exception of neutral aerial.}}
*{{buff|Neutral aerial has greater knockback and the first 7 hits connect better. It also has less landing lag.}}
*{{nerf|All aerials except down aerial [[auto-cancel]]s later (frame 37 → 46 (neutral), frame 35 → 36 (forward), frame 30 → 38 (back), frame 33 → 36 (up)).}}
*{{nerf|Neutral aerial comes out 2 frames later (frame 5 7).}}
*{{buff|However, due to Mewtwo's higher jumps, all aerials except for neutral aerial can autocancel in a short hop.}}
*{{nerf|Netural aerial no longer contains a hitbox when landing in the middle of the animation, which results in it dealing 4% less damage (24% → 20%).}}
*[[Neutral aerial]]:
*{{change|Neutral aerial's electricity coloration emits green, yellow, blue, fuchsia and purple in cycles, instead of emitting light purple and light blue consistently.}}
**{{buff|Neutral aerial's first eight hits have increased set knockback (20/20/40/40 → 22/22/46/46); their angles have been altered (160°/160°/110°/110° → 185°/185°/110°/110°); and they have been re-positioned from Mewtwo's torso to its hands and feet. Its last hit also has a larger hitbox. Altogether, these changes make its hits connect together better.}}
*{{change|Up aerial's sweetspot is now placed near Mewtwo as opposed to the tip of its tail.}}
**{{buff|Neutral aerial's last hit inflicts significantly more knockback overall (60 (base)/70 (scaling) 40/110), now being able to KO at Sudden Death percentages (instead of at around 450% in ''Melee'').}}
*{{buff|Near up aerial deals 1% more damage (10% → 11%).}}
**{{nerf|Neutral aerial's first eight hits now deal consistent damage (1%/2% → 1%) and its landing hitbox has been removed.}}
*{{nerf|Mid and far up aerial deals less damage (11% 9% (mid), 14% 7% (far)).}}
**{{nerf|Neutral aerial has increased start-up (frame 5 → 7) and ending lag (FAF 42 → 46).}}
*{{buff|Up aerial lasts 1 frame longer. It is also a better combo move.}}
**{{change|Neutral aerial's visual effects have changed. The electricity now flashes green, yellow, blue, cyan and violet at varying intervals, instead of flashing mauve and cyan interchangeably.}}
*{{nerf|Up aerial comes out 1 frame later (frame 9 10).}}
**{{change|Neutral aerial's animation is more refined, with Mewtwo facing the screen instead of to the side, and the final hit has Mewtwo flex its body to indicate the hitbox change.}}
*{{nerf|Forward aerial deals 1% less damage (14% → 13%).}}
**{{buff|The weakening of [[Smash directional influence|SDI]] makes neutral aerial significantly more difficult to escape from.}}
*{{nerf|Forward aerial comes out 1 frame later (frame 6 7) and lasts 1 frame shorter. It also now sends opponents at a more diagonal angle, hindering its vertical KO powers.}}  
*[[Forward aerial]]:
*{{change|Forward aerial also has a slightly tweaked animation, where Mewtwo does not turn its body as inward towards its swiping direction anymore. Instead, it swipes in a scooping motion.}}
**{{nerf|Forward aerial deals 1% less damage (14% → 13%), hindering its KO potential.}}
*{{buff|Forward aerial has more horizontal range and has better follow-up knockback.}}
**{{nerf|Forward aerial has increased starting (frame 5 6) ending lag (FAF 36 → 38).}}
*{{nerf|Back aerial comes out 1 frame later (frame 12 13).}}
**{{change|Forward aerial's angle has been altered (84° 50°). This grants it combo potential into itself and improves its spacing potential, but removes its juggling potential.}}
 
**{{buff|Forward aerial's animation has slightly changed. Mewtwo now swipes forward while lunging, instead of shifting its body in unison with the swipe. This new animation widens its hitbox and re-positions its hitbox farther along Mewtwo's arm.}}
*{{buff|Down aerial comes out 3 frames faster and has better vertical reach. It has also received arguably the biggest power buff on a down aerial, now being able to KO grounded opponents at 140% if sweetspotted, making it one of the game's best aerial attacks.}}  
*[[Back aerial]]:
*{{change|Down aerial has a new animation where Mewtwo thrusts down its leading foot more in a more pronounced stomping motion and exudes more darkness visuals.}}
**{{buff|Back aerial has a larger x-axis offset (5.1u → 5.5u), improving its horizontal range. It also deals knockback (0 (base)/100 (scaling) → 20/90).}}
*{{change|Down aerial now has a sourspot that sends opponents upwards and deals 1% less damage, much like other characters with the same changes. However, down aerial's vertical reach enables it to KO very easily around 70% when near the top of the stage.}}
**{{nerf|Back aerial has increased start-up (frame 12 → 13 (back)) and ending lag (FAF 32 40).}}
*[[Up aerial]]:
**{{buff|Near up aerial deals 1% more damage (10% → 11%) and has a longer duration (frames 10-13 → 10-14). Up aerial also deals more knockback (0 (base)/100 (scaling) → 40/97) improving the near hit's KO potential.}}
**{{nerf|Mid and far up aerials deal less damage (11% (mid)/14% (far) 10%/9%). and have increased start-up lag (frame 9 → 10).}}
**{{nerf|Up aerial has increased ending lag (FAF 35 → 40).}}
**{{change|Up aerial's sweetspot has been re-positioned from the tip of Mewtwo's tail to its base.}}
*[[Down aerial]]:
**{{nerf|Aerial sweetspotted down aerial deals 1% less damage (16% 15%).}}
**{{change|Down aerial's sourspot is no longer a [[meteor smash]] (270° → 70°) and has increased knockback (10 (base)/100 (scaling) → 20/97) This improves its KO potential but hinders its edgeguarding potential.}}
**{{buff|Down aerial has decreased start-up (frame 18 → 15) and ending lag (FAF 47 → 46). It also auto-cancels earlier (frame 45 → 42). When coupled with Mewtwo's higher jump, these changes allow it to auto-cancel with a short hop.}}
**{{buff|Down aerial's animation has slightly changed. Mewtwo now stomps in a more pronounced motion while its foot is infused with dark energy. This new animation results in its hitboxes being more disjointed from Mewtwo's foot, improving its range.}}
**{{buff|The removal of [[Meteor smash#Meteor canceling|meteor canceling]] significantly improves aerial sweetspotted down aerial's reliability.}}


===Throws/other attacks===
===Throws/other attacks===
*{{nerf|Grab range has been reduced.}}
*{{nerf|Standing and dash grabs have increased ending lag (FAF 31 → 36 (standing), FAF 41 → 43 (dash)). Dash grab also has increased start-up lag (frame 8 → 9).}}
*{{nerf|Pummel and back throw deal 1% less damage (3% → 2% (pummel), 11% → 10% (back throw)).}}
*[[Pummel]]:
*{{buff|Pummel is faster.}}
**{{nerf|Pummel deals 1% less damage (3% → 2%).}}
*{{nerf|Dash grab comes out 1 frame later (frame 8 9).}}
**{{buff|Pummel is faster (24 frames 18).}}
*{{buff|Forward throw's Shadow Balls are larger and pass through the thrown opponent, generally making them more reliable. It also deals 4% more damage (9% → 13%).}}
*[[Forward throw]]:
*{{change|Forward throw's animation has changed, where Mewtwo flicks them up and fires the Shadow Balls while levitating and having a single leg planted down.}}  
**{{change|Forward throw's [[Shadow Ball]]s are larger, but have decreased ranges.}}
*{{change|Back throw has a new animation, which involves throwing an opponent backwards in a backhand motion.}}
*[[Back throw]]:
*{{nerf|Mewtwo can no longer chain grab with its up or down throws.}}
**{{nerf|Back throw deals 1% less damage (11% → 10%) and has decreased knockback scaling (80 → 75), hindering its KO potential.}}
*{{nerf|Up throw is slightly weaker although more effective at KOing lightweight fast fallers due to the throw's knockback only being affected by opponent weight}}
**{{change|Back throw's animation has slightly changed. Mewtwo now looks away while throwing the opponent, instead of looking at them.}}
*{{buff|Down throw is slightly faster.}}
*[[Up throw]]:
*{{nerf|Down throw deals 2% less damage (11% → 9%).}}
**{{nerf|Up throw has decreased knockback (100 (base)/70 (scaling) → 72/65), significantly hindering its KO potential. Despite this, it has even less combo potential due to the universally decreased falling speeds combined with its increased ending lag, slightly hindering its safety at low percentages.}}
*{{nerf|Down throw has slightly more endlag, limiting its combo potential, set-ups, and now requires hard reads. Commonly considered one of the worst down throws in the game.}}
*[[Down throw]]:
*{{change|Down throw has a slightly changed animation, which involves Mewtwo doing a front flip instead of a full body spin.}}
**{{nerf|Down throw deals 2% less damage (11% → 9%). When coupled with the removal of [[chain grab]]bing, this significantly hinders its damage racking potential.}}
**{{change|Down throw has an altered angle (69° → 74°).}}
**{{change|Down throw's animation has slightly changed. Mewtwo now somersaults to strike with its tail, instead of spinning its entire body to do so. This new animation transitions slightly faster, but increases its ending lag.}}
*[[Floor attack]]:
**{{change|Floor attacks now have a [[normal]] effect, instead of an [[electric]] effect.}}
**{{buff|Edge get-up and edge attack's animations have changed. They are now more standardized, making them significantly faster.}}
**{{change|Due to the introduction of [[tripping]] in ''Brawl'', Mewtwo has received a floor attack after tripping, a darkness-infused swipe on both sides.}}


===Special moves===
===Special moves===
*{{buff|Fully charged [[Shadow Ball]] is much stronger and has increased range.}}
*[[Shadow Ball]]:
*{{nerf|Shadow Ball no longer has a hitbox while charging and it takes longer to fully charge.}}
**{{nerf|Fully charged Shadow Ball has decreased knockback (50 (base)/70 (scaling) → 30/67), hindering its KO potential. Shadow Ball's charge time has also increased, and it no longer has a hitbox while charging.}}
*{{change|Shadow Ball's trajectory is more predictable overall, making it more accurate, but easier to predict and avoid.}}
**{{buff|Fully charged Shadow Ball has a larger hitbox and increased range.}}
*{{change|Shadow Ball pushes Mewtwo back even further when fully charged and while in midair. While it improves Mewtwo's defensive options and recovery if used correctly, it can increase the risk of it accidentally self-destructing while off-stage.}}
**{{buff|Grab now [[charge-cancel]]s Shadow Ball, instead of immediately using it. Mewtwo also no longer endures lag when it uses its [[shield]] to charge-cancel.}}
*{{change|When Shadow Ball is fully charged, darkness emanates from both of Mewtwo's hands instead of just one.}}
**{{change|Shadow Ball's movement pattern is significantly less erratic. This improves its accuracy, but makes it more predictable.}}
*{{buff|[[Confusion]] is now a traditional [[Reflection|reflector]], changing projectiles to Mewtwo's ownership, and increases their damage to 1.4x. Also, it now moves Mewtwo farther in the air, improving it as a recovery option.}}
**{{change|Fully charged Shadow Ball causes significantly less recoil. This improves its safety while off-stage, but hinders its utility as a situational recovery option.}}
*{{nerf|A thrown Confusion deals less damage.}}
**{{change|Shadow Ball's visual effects have slightly changed. Saving a fully charged Shadow Ball now results in dark energy emanating from both of Mewtwo's hands, instead of one.}}
*{{change|Confusion deals eight small hits instead of one large hit.}}
**{{change|No longer produces a fiery explosion on contact with a surface}}
*{{change|Confusion is now depicted as a purple wave rather than a flash, resembling the attack in the core games.}}
**{{buff|The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] significantly improve fully charged Shadow Ball's shield pressuring potential.}}
*{{buff|[[Teleport]] provides Mewtwo with a small amount of momentum. However, it should be noted that it only confers forward/backward momentum, not upward momentum.}}
**{{change|Mewtwo now only speaks when releasing a Shadow Ball after storing in full charge rather then just releasing it.}}
*{{nerf|Teleport plays out its momentum-granting endlag even if Mewtwo re-appears on the ground, leaving it open for half of a second. It also has a different animation than its air dodge, which removes its mindgame potential.}}
*[[Confusion]]:
*{{change|Teleport takes slightly longer to start up. Due to the increased start up, it makes it easier to control the direction Mewtwo teleports.}}
**{{nerf|Due to consisting of nine small hitboxes instead of one large hitbox, Confusion deals ≈0.9505% less damage (10% → ≈9.0495%).}}
*{{buff|[[Disable]] now gives more stun and has less lag, making it an excellent move to follow-up into another, and even a great tool to provide KOs through combos.}}
**{{buff|Confusion now functions like a traditional [[reflection|reflector]], as it changes reflected projectiles to Mewtwo's ownership and has a damage multiplier (1.4×). It also has decreased ending lag (FAF 56 → 45). Altogether, these changes significantly improve its utility.}}
*{{nerf|Performing Disable on a stunned or airborne opponent no longer launches them or makes them tumble, instead only dealing additional minor damage and minor knockback in the air.}}
**{{buff|Aerial Confusion now grants a slight vertical boost after its first use, granting it recovery potential.}}
*{{change|Disable has a different animation and Mewtwo's pupils turn green when using it.}}
**{{change|Confusion's visual effects have changed. It now appears as a violet translucent ripple, instead of a white sparkle. Compared to the previous animation, it is almost identical to the animation [[bulbapedia:Confusion (move)|Confusion]] used in [[bulbapedia:Generation V|Generations V]] and [[bulbapedia:Generation VI|VI]].}}
*{{change|Mewtwo no longer uses a sound effect when using Confusion or Disable.}}
**{{bugfix|Due to reflectors no longer cause the user to [[stun]] when they break, the [[Soul Breaker]] glitch is no longer possible to perform.}}
*{{change|Mewtwo now has a Final Smash, [[Psystrike]]. Upon activating it, Mewtwo undergoes {{s|bulbapedia|Mega Evolution}} to become Mega Mewtwo Y and then immediately performs {{s|bulbapedia|Psystrike}}, a powerful sphere of psychic energy that is fired from its palm. Psystrike is able to pass through walls and if it hits any opponents, they are then launched after a powerful mental shock. Psystrike is Mewtwo's signature move in the ''Pokémon'' games.}}
**{{bugfix|Mewtwo now stops falling when trapping an opponent, preventing opponents from being pulled trough thin, hard platforms.}}
**{{change|Mewtwo is now silent when using Confusion.}}
*[[Teleport]]:
**{{change|Teleport grants a small amount of forward and/or backward momentum, but it plays out its momentum-based ending lag even if Mewtwo reappears on the ground. This slightly improves its recovery potential, but makes it slightly more punishable.}}
**{{change|Teleport has slightly increased start-up lag. This slightly improves its maneuverability, but makes it slightly more punishable.}}
**{{nerf|Teleport has decreased intangibility frames (frames 8-17 → 9-17).}}
*[[Disable]]:
**{{nerf|Disable has increased start-up (frame 15 → 16) and ending lag (FAF 40 → 48). Additionally, it no longer affects a [[stun]]ned opponent, instead of weakly launching them. Lastly, it now weakly launches an aerial opponent, instead of [[tumbling]] them.}}
**{{buff|Disable's [[stun]] effect has a longer duration.}}
**{{buff|Disable has an altered animation; Mewtwo assumes a lower stance before shooting out the flash from its eyes. This lowers its eye level and allows the move to hit opponents below it.}}
**{{change|Disable's animation and visual effects have slightly changed. Mewtwo now slightly tilts its head, instead of looking straight ahead. Its eyes also now turn green, instead of yellow.}}
**{{change|Mewtwo is now silent when using Disable.}}
*[[Psystrike]]:
**{{change|Mewtwo now has a [[Final Smash]], [[Psystrike]]. Mewtwo undergoes {{s|bulbapedia|Mega Evolution}} to become Mega Mewtwo Y and then immediately uses [[bulbapedia:Psystrike (move)|Psystrike]], its {{s|bulbapedia|signature move}} in the ''Pokémon'' games. Psystrike is a powerful sphere of psychic energy that can pass through walls and will powerfully launch any opponents it hits.}}


==Update history==
==Update history==
Mewtwo has been slightly buffed in game updates so far. These buffs, however, do not aid Mewtwo at all due to it glaring weaknesses remaining intact. On the other hand, Mewtwo slightly benefits from the changes to shield mechanics in updates [[1.1.0]] and [[1.1.1]], as the universal increase to [[shieldstun]] allows Shadow Ball, some of its sweetspotted attacks and [[Confusion]]-reflected projectiles (such as a reflected [[Timber|tree]], a [[Charge Shot]] or a fully charged Shadow Ball) to heavily damage a shield.
Mewtwo has been buffed significantly via game updates. Some of its attacks have had their damage outputs increased, their lag decreased, and their hitboxes' sizes and durations increased, all of which improve its offense. Additionally, update 1.1.3 made Mewtwo considerably faster by increasing its walking and dashing speeds, which grant it a much more consistent offensive presence alongside its typically defensive presence. Mewtwo's dashing speed was increased even further in update 1.1.5, now being slightly faster than {{SSB4|Sheik}}'s. Said update also slightly increased Mewtwo's weight, which slightly improved its endurance.
 
Mewtwo also slightly benefits from the changes to shield mechanics brought about by updates [[1.1.0]] and [[1.1.1]]: the universal increase to [[shieldstun]] allows Shadow Ball, some of its sweetspotted attacks and [[Confusion]]-reflected projectiles (such as [[Timber]]'s tree, a fully charged [[Charge Shot]] or a fully charged Shadow Ball) to heavily damage a shield. Due to these aforementioned changes, Mewtwo is considered much more viable than it was upon its return to the series.
 
'''{{GameIcon|ssb4}} 1.0.7'''
*{{bugfix|Fixed a major issue that causes the game to erroneously interpret Global Smash Power as invalid data and prevents it to connect to the internet after being played in the following game modes: Classic, All-Star, Stadium, Trophy Rush, and 3DS exclusive mode Smash Run.}}
*{{bugfix|The glitch that allowed access to Mewtwo's broken custom moves has been fixed.}}
 
'''{{GameIcon|ssb4}} [[1.0.8]]'''
*{{nerf|Up smash's first hit has a smaller hitbox (6.2u → 3u).}}
*{{buff|Neutral aerial has less landing lag (19 frames → 16).}}
 
'''{{GameIcon|ssb4}} [[1.1.0]]'''
*{{buff|Air dodge's animation slightly changed. If Mewtwo air dodges while holding an [[item]], the item will disappear as well, improving its mindgame potential. However, this can be mitigated if Mewtwo's name tag is visible, or {{GameIcon|ssb4-3ds}}while the bottom screen's marker is placed on it.}}
*{{nerf|Up angled forward tilt has a shorter duration (frames 10-12 → 10-11), now matching the other angles.}}
*{{buff|Down smash has more knockback scaling (112 → 118), improving its KO potential.}}
*{{buff|Forward throw deals 2.5% more damage (1.5% (Shadow balls)/10.5% (total) → 2%/13%).}}
 
'''{{GameIcon|ssb4}} [[1.1.3]]'''
{{UpdateList/1.1.3|char=Mewtwo}}


'''{{GameIcon|ssb4}} 1.0.8'''
'''{{GameIcon|ssb4}} [[1.1.5]]'''
*{{buff|Neutral aerial's landing lag decreased|19 frames|16.}}
{{UpdateList/1.1.5|char=Mewtwo}}
*{{nerf|Up smash's initial hitbox size decreased.}}
'''{{GameIcon|ssb4}} 1.1.0
*{{buff|Forward throw's Shadow Balls each deal 0.5% more damage|1.5%|2%.}}
*{{buff|Forward throw deals 2.5% more damage|10.5%|13%.}}
*{{buff|Down smash's knockback growth increased|112|118.}}
*{{buff|Down smash KOs 9% sooner.}}
*{{nerf|Upward angled forward tilt's duration decreased|3 frames|2.}}
*{{change|Air dodging while Mewtwo is holding an item will result in the item disappearing as well.}}


==Moveset==
==Moveset==
*Mewtwo can [[wall jump]].
''For a gallery of Mewtwo's hitboxes, see [[/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSB4
|game=SSB4
|nocustoms=y
|neutralcount=1
|neutralcount=1
|neutralinf=y
|neutralinf=y
|neutralname=&nbsp;
|neutralname=Dark Flash ({{ja|ダークフラッシュ|Dāku Furasshu}}) / Dark Flame ({{ja|ダークフレイム|Dāku Fureimu}}) / Dark Finish ({{ja|ダークフィニッシュ|Dāku Finisshu}})
|neutral1dmg=4%
|neutral1dmg=4%
|neutralinfdmg=1% (loop), 2% (finisher)
|neutralinfdmg=1% (loop), 2% (last)
|neutraldesc=Mewtwo extends its arm and releases repeated pulses of dark energy, finishing with an energy-infused swipe. The first hit can be [[jab cancel]]led, which allows Mewtwo to combo it with another neutral attack, a throw or any other attack.
|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 be [[jab cancel]]ed, with notable follow-ups including itself, up tilt, down tilt, a grab, forward smash, and forward aerial.
|ftiltname=&nbsp;
|ftiltname=Tail Whip ({{ja|テイルウィップ|Teiru Uippu}})
|ftiltdmg=10% (near), 9% (mid), 8% (far)
|ftiltdmg=10% (near), 9% (mid), 8% (far)
|ftiltdesc=Mewtwo swings its tail forward. Can be angled and has good range, but has low knockback.
|ftiltdesc=Swings its tail forward. It is Mewtwo's strongest tilt attack, has good range and can be angled, all of which make it useful for spacing beginning at 40%. It can also be a situational, albeit rather unsuitable KO option at around 140% near the edge against middleweights.
|utiltname=&nbsp;
|utiltname=Quick Wiper ({{ja|クイックワイパー|Kuikku Waipā}})
|utiltdmg=6% (nearest), 5% (near), 4% (far), 3% (farthest), 4.5% (farthest hitbox to opponents in front of Mewtwo)
|utiltdmg=6% (nearest), 5% (near), 4% (far), 3% (farthest), 4.5% (farthest hitbox to opponents in front of Mewtwo)
|utiltdesc=Mewtwo does a flip, striking foes with its tail. Does more damage the closer the opponent is to Mewtwo, has high range, and can hit opponents near Mewtwo's back. Can juggle point blank opponents with two or more hits.
|utiltdesc=Telekinetically backflips to swing its tail in an overhead arcing motion. Its near hitboxes' launching angles allows them to combo into themselves, an up smash, a back aerial, or an up aerial from 0% to low percentages. They can also be used for juggling beginning at medium percentages. In comparison, its far hitboxes can be used for spacing. It has overall long range, as it can hit opponents near Mewtwo's back.
|dtiltname=&nbsp;
|dtiltname=Tail Sweep ({{ja|アンダースラップ|Andā Surappu}}, ''Under Slap'')
|dtiltdmg=5% (near), 4% (far)
|dtiltdmg=5% (near), 4.5% (mid), 4% (far)
|dtiltdesc=Mewtwo crouches and sweeps its tail in a semi-circle. Mewtwo's fastest tilt, though severely lacking in knockback. Good as an [[out of shield]] option.
|dtiltdesc=Crouches and spins around to swing its tail in front of itself. Due to it hitting on frame 6 and having very low ending lag, it is Mewtwo's fastest tilt, which allows it to function as a good [[out of shield]] option. It is also Mewtwo's best combo starter and, like up tilt, has hitboxes that launch at different angles. As a result, it can combo into up tilt, a dashing up smash, neutral aerial, forward aerial, and up aerial.
|dashname=&nbsp;
|dashname=Dark Torch ({{ja|ダークトーチ|Dāku Tōchi}})
|dashdmg=10% (clean sweetspot), 9% (clean sourspot), 6% (late sweetspot), 4% (late sourspot)
|dashdmg=10% (clean sweetspot), 9% (clean sourspot), 6% (late sweetspot), 4% (late sourspot)
|dashdesc=Mewtwo lunges forward and performs a dark energy-infused palm thrust. Has above average knockback.
|dashdesc=A lunging, dark energy-infused palm thrust. Its clean sweetspot deals above average knockback. Depending on the hitbox it hits with and the opponent's damage, it can combo into neutral, forward, and up aerial. Its disjointed hitbox grants it impressive range for a dash attack, which makes it a decent punishment option at certain distances, and potentially difficult for the opponent to punish from a proper distance.
|fsmashname=&nbsp;
|fsmashname=Shadow Blast ({{ja|シャドーブラスト|Shadō Burasuto}})
|fsmashdmg={{ChargedSmashDmgSSB4|19}} (blast), {{ChargedSmashDmgSSB4|15}} (arms)
|fsmashdmg={{ChargedSmashDmgSSB4|19}} (blast), {{ChargedSmashDmgSSB4|16}} (arms)
|fsmashdesc=Mewtwo performs a double palm thrust to release a blast of dark energy. Moderate start-up and endlag, but powerful enough to KO quite reliably. KOs at 114% while the sourspot KOs at 131%.
|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 most damaging smash attack, as even its sourspot has respectable power. Due to it hitting on frame 19 and having 31 frames of ending lag, however, its is very punishable. Its sweetspot KOs middleweights at 95% while near the edge of Final Destination in the {{for3ds}}, and at 86% in {{forwiiu}}. In comparison, its sourspot KOs them at 101% while near the edge of Final Destination in the ''3DS'' version, and at 91% in the ''Wii U'' version.
|usmashname=&nbsp;
|usmashname=Galaxy Force ({{ja|ギャラクシーフォース|Gyarakushī Fōsu}})
|usmashdmg={{ChargedSmashDmgSSB4|1}} (hits 1-6), {{ChargedSmashDmgSSB4|10}} (last hit)
|usmashdmg={{ChargedSmashDmgSSB4|1}} (hits 1-6), {{ChargedSmashDmgSSB4|10}} (hit 7)
|usmashdesc=Mewtwo thrusts its arm upwards and conjures a galaxy-shaped swirl of dark energy. Can fail to hit small foes, but the final hit deals the highest knockback any of Mewtwo's smash attacks. Good for trapping aerial foes, particularly those near the edge. KOs at 107% if all of its hits connect.
|usmashdesc=Thrusts its arm upward to emit a swirling blast of dark energy. Due to it hitting on frame 9, it is quite fast for a smash attack, and has the lowest amount of start-up lag out of Mewtwo's smash attacks. It hits multiple times, which makes it a useful anti-air attack. However, its 33 frames of ending lag is the highest amount of out Mewtwo's smashes, which in turn makes it punishable. It can also miss small opponents, or opponents with very low crouches. Its last hit KOs aerial middleweights at 104% from anywhere on Final Destination in the ''3DS'' version, and at 96% in the ''Wii U'' version.
|dsmashname=&nbsp;
|dsmashname=Shadow Bomb ({{ja|シャドーボム|Shadō Bomu}})
|dsmashdmg={{ChargedSmashDmgSSB4|15}}
|dsmashdmg={{ChargedSmashDmgSSB4|15}}
|dsmashdesc=Mewtwo extends its arm downwards and launches a burst of dark energy from its fingertip near its feet. Like the forward smash, it is powerful and has the same start-up as well, but also has the benefit of having slightly less endlag. One of the few down smashes that does not hit on both sides. KOs at 111%.
|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, but it is powerful nonetheless, and has the highest knockback scaling out of Mewtwo's entire moveset. It has 22 frames of ending lag, which is the lowest amount out of its smash attacks, and can be interrupted rather early. As its power grants it safety against shields, it is useful for hard punishes and can be spammed rather safely. Due to it hitting on frame 21, however, it has the highest amount of start-up lag out of Mewtwo's smashes. It KOs middleweights at 103% while near the edge of Final Destination in the ''3DS'' version, and at 93% in the ''Wii U'' version.
|nairname=&nbsp;
|nairname=Body Spark ({{ja|ボディスパーク|Bodi Supāku}})
|nairdmg=1% (hits 1-8), 4% (last hit)
|nairdmg=1% (hits 1-8), 4% (hit 9)
|nairdesc=Mewtwo discharges blue-green electricity around itself before knocking the opponent back on the final hit. The hitbox stays at Mewtwo's body. It does not have a landing hitbox, meaning opponents could end up close to it if the move ends early, but it is a good move for disrupting opponents regardless.
|nairdesc=Discharges electricity around itself. Its hitboxes are positioned at Mewtwo's hands and feet and keep the opponent trapped, whereas its last hitbox launches them. As a result, it is very useful for disrupting opponents, as Mewtwo has full control over its aerial movement even while using the move, allowing it to weave in and out to prevent approaches. However, it no longer has a landing hitbox like in ''Melee'', which means that opponents can end up close to Mewtwo if the move ends early.
|fairname=&nbsp;
|fairname=Shadow Scratch ({{ja|シャドースクラッチ|Shadō Sukuracchi}})
|fairdmg=13%
|fairdmg=13%
|fairdesc= Mewtwo performs a dark energy-infused swipe. One of the fastest aerials in the game, as it has one frame of start-up as well as high knockback, making it one of Mewtwo's viable KOing options. Although its low range makes it difficult to connect, it can be used as a follow-up from a down throw. KOs at 143%.
|fairdesc=A dark energy-infused swipe. Due to it hitting on frame 6, it has the lowest amount of start-up lag out of Mewtwo's aerial attacks. When coupled with its respectable damage output and high knockback scaling, it is one of Mewtwo's most viable KOing options. It also boasts combo potential at low percentages, as it can also combo into itself, or be used as a follow-up from down tilt or neutral aerial. It KOs middleweights at 117% while near the edge of Final Destination in the ''3DS'' version, and at 107% in the ''Wii U'' version. Despite its aforementioned dark energy visual effects, it has both [[darkness]] and [[slash]] [[effect]]s.
|bairname=&nbsp;
|bairname=Air Tail ({{ja|エアテイル|Ea Teiru}})
|bairdmg=13% (near), 11% (mid), 9% (far)
|bairdmg=13% (near), 11% (mid), 9% (far)
|bairdesc=Mewtwo whips its tail behind it. It has high disjointed range, but does more damage when the opponent is closer to Mewtwo's body.
|bairdesc=Swings its tail in an upward arc. It has a very large range, which makes it a decent gimping option when timed properly. Due to it hitting on frame 13, however, it has the second highest amount of start-up lag out of Mewtwo's aerial attacks. Its 17 frames of of landing lag is also the second highest amount out of its aerials. Its near hitbox KOs middleweights at 138% while near the edge of Final Destination in the ''3DS'' version, and at 126% in the ''Wii U'' version.
|uairname=&nbsp;
|uairname=Somersault Attack ({{ja|サマーソルトアタック|Samāsoruto Atakku}})
|uairdmg=11% (near), 9% (mid), 7% (far)
|uairdmg=11% (near), 10% (mid), 9% (far)
|uairdesc=Mewtwo performs a backflip and strikes opponents with its tail, similarly to its up tilt. Does more damage when the opponent is closer to Mewtwo's body. As it has mainly a vertical hitbox, it is unable to hit opponents beside Mewtwo.  
|uairdesc=Backflips to swing its tail in an overhead arcing motion, similarly to its up tilt. Its 13 frames of landing lag is tied with neutral aerial's for the lowest amount out of Mewtwo's aerial attacks. Despite its appearance, it is unable to hit opponents next to Mewtwo. Its near hitbox KOs middleweights at 103% while near the upper [[blast line]] of Final Destination in the ''3DS'' version, and at 95% in the ''Wii U'' version.
|dairname=&nbsp;
|dairname=Meteor Kick ({{ja|メテオキック|Meteo Kikku}})
|dairdmg=14% (grounded opponents and aerial sourspot), 15% (aerial sweetspot)
|dairdmg=14% (grounded opponents, aerial sourspot), 15% (aerial sweetspot)
|dairdesc=Mewtwo performs a downward arcing, dark energy-infused stomp. Fast start-up, low landing lag and high knockback scaling enables it to easily [[meteor smash]] aerial opponents extremely hard even at low percents, making it one of the best meteor smashes in the game, and by extension one of the strongest aerials in the game. Grounded opponents are sent diagonally upwards with high knockback, which also makes it a viable KOing options. KOs at 134%.
|dairdesc=Backflips to perform a dark energy-infused stomp. It is Mewtwo's most damaging aerial attack. When coupled with its high knockback scaling, it is strong enough to KO grounded middleweights at 135% from anywhere on Final Destination in the ''3DS'' version, and at 126% in the ''Wii U'' version. It is also a powerful [[meteor smash]] when sweetspotted in the air. Due to it hitting on frame 15, however, it has the highest amount of start-up lag out of Mewtwo's aerials. Despite its aforementioned dark energy visuals appearing right where Mewtwo stomps, it does not have a darkness effect.
|grabname=&nbsp;
|grabname=Psychic ({{ja|サイコキネシス|Saikokineshisu}}, ''Psychokinesis'')
|grabdesc=Mewtwo grabs a nearby opponent with psychokinesis.
|grabdesc=Telekinetically holds an opponent. Mewtwo's overall grab range is average.
|pummelname=&nbsp;
|pummelname=Dark Shock ({{ja|エレキショック|Ereki Shokku}}, ''Electric Shock'')
|pummeldmg=2%
|pummeldmg=2%
|pummeldesc=Hits the foe with a small jolt of electricity. It has decent speed.
|pummeldesc=Electrocutes the opponent. A fairly fast pummel, however it is a little slower than other pummels of the same strength, making it somewhat weak overall. This is due to the move having the electric effect, but unlike Pikachu's pummel, it does not have a reduced hitlag multiplier to compensate for the bonus to hitlag from electric moves, and as such the pummel is slower than its frame data would suggest.
|fthrowname=&nbsp;
|fthrowname=Shadow Cannon ({{ja|シャドーマシンガン|Shadō Mashin Gan}}, ''Shadow Machine Gun'')
|fthrowdmg=3% (throw), 2% (Shadow Balls)
|fthrowdmg=3% (hit 1), 2% (Shadow Balls)
|fthrowdesc= Mewtwo throws the opponent diagonally in the air before firing five small Shadow Balls at them. As of update 1.1.0, it is tied with {{SSB4|Ganondorf}}'s and max aura {{SSB4|Lucario}}'s forward throws as the most damaging forward throws in the game. However, the Shadow Balls can be reflected if the opponent wears a [[Franklin Badge]].
|fthrowdesc=Telekinetically lifts the opponent diagonally in the air before firing five [[Shadow Ball]]s at them. As of update 1.1.0, it is tied with {{SSB4|Ganondorf}} and maximum [[Aura]] {{SSB4|Lucario}}'s forward throws as the most damaging forward throw in the game. However, the Shadow Balls can be reflected if the opponent wears a [[Franklin Badge]], while other nearby opponents with reflectors and/or absorption moves can choose to intercept it.
|bthrowname=&nbsp;
|bthrowname=Psycho Throw ({{ja|サイコスロー|Saiko Surō}})
|bthrowdmg=10%
|bthrowdmg=10%
|bthrowdesc=Mewtwo telekinetically tosses the opponent behind it. Has good KOing potential at high percents near the edge. One of the strongest back throws in the game.
|bthrowdesc=Telekinetically throws the opponent backward. Despite having its damage output and knockback scaling lowered since ''Melee'', it is one of the strongest back throws in the game. It KOs middleweights at 151% while near the edge of Final Destination in the ''3DS'' version, and at 142% in the ''Wii U'' version.
|uthrowname=&nbsp;
|uthrowname=Psychic Whirlwind ({{ja|ワールスロー|Wāru Surō}}, ''Whirl Throw'')
|uthrowdmg=12%
|uthrowdmg=12%
|uthrowdesc=Mewtwo uses {{s|bulbapedia|Psychic}} to swirl the opponent around its body before launching them upwards. It was the strongest up throw in the game until update 1.0.8, when {{SSB4|Charizard}}'s up throw surpassed it when it was [[buff]]ed in that same update. Despite this, it is still one of Mewtwo's most viable KOing options, especially while under the effects of the [[rage]] mechanic. KOs at 142% against most opponents, although lighter opponents are KO'd even earlier.
|uthrowdesc=Telekinetically spins the opponent around itself before launching them upward. Although its overall knockback has lowered considerably since ''Melee'', it is the second strongest up throw in the game, surpassed only by {{SSB4|Charizard}}'s up throw as of update 1.0.8. Unlike Charizard's up throw, however, Mewtwo's is much less susceptible to [[directional influence]], thanks to it launching at 90°. It KOs middleweights at 142% from anywhere on Final Destination in the ''3DS'' version, and at 131% in the ''Wii U'' version.
|dthrowname=&nbsp;
|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=Mewtwo slams the opponent to the ground and spins to whip them with its tail. Lowest knockback out of Mewtwo's throws, making it used mainly to set up combos into a forward smash, forward tilt or forward aerial.
|dthrowdesc=Telekinetically slams the opponent to the ground, and then somersaults in order to strike them with its tail. It has low knockback and somewhat high ending lag. As a result, it cannot properly combo into most of its moves, though it can be used to punish an opponent's reaction.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
|floorfdesc=Mewtwo levitates and spins around, striking opponents with its tail.
|floorfdesc=Telekinetically spins around to swing its tail before getting up.
|floorbname=&nbsp;
|floorbname=&nbsp;
|floorbdmg=7%
|floorbdmg=7%
|floorbdesc=Mewtwo levitates and spins around, striking opponents with its tail.
|floorbdesc=Telekinetically spins around to swing its tail before getting up.
|floortname=&nbsp;
|floortname=&nbsp;
|floortdmg=5%
|floortdmg=5%
|floortdesc=Mewtwo gets up and swipes on both sides.
|floortdesc=Performs a dark energy-infused swipe behind itself and then in front of itself while getting up.
|edgename=&nbsp;
|edgename=&nbsp;
|edgedmg=7%
|edgedmg=7%
|edgedesc=Mewtwo gets up and swipes its tail in front of itself.
|edgedesc=Swings its tail in front of itself while climbing up.
|nsdefname=Shadow Ball
|nsname=Shadow Ball
|nsdefdmg=2.5% (minimum charge), 25% (full charge)
|nsdmg=2.5% (uncharged), 25% (fully charged)
|nsdefdesc=Mewtwo fires a large, dark purple sphere of dark energy. It can be fired immediately or be charged up. While its charge time is quite long, a fully charged Shadow Ball is one of Mewtwo's viable KOing options, as it KOs at 112%. If used in the air, the recoil will propel backwards considerably, which can help or hinder its recovery. A fully charged Shadow Ball has [[transcendent priority]], but can still cancel out certain projectiles. Deals a great amount of [[shield damage]] if fully charged, but not enough to break one.
|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. It can be fired immediately, which, when coupled with its erratic movement pattern, allows it to function as a pressuring option like [[Fireball]]. Conversely, it can be [[charge-cancel]]ed. While its charging time is quite long, a fully charged Shadow Ball is a viable KOing option, as it KOs middleweights at 91% while near the edge of Final Destination in the ''3DS'' version, and at 82% in the ''Wii U'' version. A fully charged Shadow Ball also deals considerable [[shield damage]] and possesses [[transcendent priority]], though it cannot break one with full health and can still cancel out certain projectiles. A fully charged Shadow Ball also deals recoil upon being fired; as a result, using it in midair will moderately propel Mewtwo backward, which can help or hinder its recovery.
|nsc1name=N/A
|ssname=Confusion
|nsc1dmg=
|ssdmg=1.15% (hits 1-7), 1% (throw), 1.(reflected projectiles)
|nsc1desc=
|ssdesc=Swipes forward to [[bulbapedia:Confusion (move)|emit a ripple of psychic energy]] from its hand. It has impressive utility, thanks to it functioning as a [[reflector]], a [[Grab#Special attacks as grabs|command grab]], and even a recovery option. As a grab, the ripple spins opponents around and leaves them [[tumbling]] downward, dropping them in front of Mewtwo and allows it to follow-up with other attacks. As a recovery option, its first use in midair gives Mewtwo a slight vertical boost.
|nsc2name=N/A
|usname=Teleport
|nsc2dmg=
|usdmg=
|nsc2desc=
|usdesc=[[bulbapedia:Teleport (move)|Teleports]] to a different location. It is completely invulnerable during the move. It has less ending lag if Mewtwo Teleports directly back onto the ground, and it grants Mewtwo some horizontal momentum if ended in midair.
|ssdefname=Confusion
|dsname=Disable
|ssdefdmg=≈9.0495% (throw), 1.4x (reflected projectiles)
|dsdmg=1%
|ssdefdesc=Mewtwo summons a ripple of psychic energy in front of it. Treated as a [[grab]], the ripple can spin opponents around, dropping them in front of Mewtwo which allows it to follow-up with other attacks, or reflect projectiles. In the air, the first use gives Mewtwo a slight vertical boost, which can help its recovery.
|dsdesc=Kneels on one knee and [[bulbapedia:Disable (move)|emits a minuscule spark of psychic energy]] from its eyes toward the opponent, [[stun]]ning them. It only works if the opponent is facing Mewtwo and making eye contact with it. If the opponent is in the air, they are slightly launched backward with set knockback, instead of being stunned. Useful at high percentages to guarantee a KO, but difficult to land. Due to being a projectile, Disable can also be reflected.
|ssc1name=N/A
|ssc1dmg=
|ssc1desc=
|ssc2name=N/A
|ssc2dmg=
|ssc2desc=
|usdefname=Teleport
|usdefdmg=0%
|usdefdesc=Mewtwo disappears and then reappears soon after in a different place. It is completely invulnerable during the move. Has less endlag if warping directly back onto the ground.
|usc1name=N/A
|usc1dmg=
|usc1desc=
|usc2name=N/A
|usc2dmg=
|usc2desc=
|dsdefname=Disable
|dsdefdmg=1%
|dsdefdesc=Mewtwo crouches slightly and immediately launches a minuscule spark of psychic energy from its eyes toward the opponent, making them [[stun]]ned. Only works if the opponent is facing Mewtwo and is making eye contact with it. If the opponent is in the air, they are knocked back with set knockback. Useful at high percents to guarantee a KO, but difficult to land. It should be noted that Disable can be [[Reflection|reflected]] by a particularly vigilant opponent.  
|dsc1name=N/A
|dsc1dmg=
|dsc1desc=
|dsc2name=N/A
|dsc2dmg=
|dsc2desc=
|fsname=Psystrike
|fsname=Psystrike
|fsdmg=30%
|fsdmg=30%
|fsdesc=Mewtwo Mega Evolves into Mega Mewtwo Y and performs {{s|bulbapedia|Psystrike}}, its signature move in the ''Pokémon'' games. Psystrike is a powerful sphere of psychic energy that plows through both foes 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 [[bulbapedia:Psystrike (move)|Psystrike]], its {{s|bulbapedia|signature move}} in the ''Pokémon'' games. Psystrike is a powerful sphere of psychic energy that plows through both opponents and walls, and any opponent caught will be stunned before being launched by an intense, mind-shattering blow. It KOs middleweights at 38% while near the edge of Final Destination in the ''3DS'' version.
}}
 
===Stats===
{{Attributes
|cast = 58
|weight = 74
|rweight = 57
|dash = 1.4
|rdash = 42-46
|run = 2.05
|rrun = 7
|walk = 1.2
|rwalk = 15-16
|trac = 0.04
|rtrac = 56-57
|airfric = 0.016
|rairfric = 5
|air = 1.25
|rair = 3
|baseaccel = 0.02
|rbaseaccel = 8-9
|addaccel = 0.05
|raddaccel = 39-44
|gravity = 0.082
|rgravity = 38
|fall = 1.5
|rfall = 31-35
|ff = 2.4
|rff = 30-34
|jumpsquat = 5
|rjumpsquat = 14-41
|jumpheight = 31.110001
|rjumpheight = 42
|shorthop = 17.5
|rshorthop = 14
|djump = 58.542999
|rdjump = 1
}}
}}


===Taunts===
===[[Announcer]] call===
*'''Up Taunt''': Mewtwo spins around whilst laughing. This taunt returns from ''Melee''.
{{audio|Needs announcer calls from other languages.}}
*'''Side Taunt''': Mewtwo surrounds itself in an aura of dark energy, similar to {{SSB4|Lucario}}'s up taunt.
<gallery>
*'''Down Taunt''': Mewtwo faces the camera while its eyes glow, stretches its arm out, and summons a small spark of dark energy while posing similarly to its official art in ''Super Smash Bros. 4''.
Mewtwo English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>
 
===[[On-screen appearance]]===
{{Appearance
|desc=Emerges from a large mass of dark energy and then descends onto the ground.
|char=Mewtwo
|game=SSB4}}
 
===[[Taunt]]s===
{{Taunt/SSB4
|char=Mewtwo
|desc-up=Closes its eyes and 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.
|desc-side=Surrounds itself in a flame-like aura of dark energy, similarly to {{SSB4|Lucario}}'s up taunt.
|desc-down=Mewtwo's eyes shine briefly before it turns to face the screen. While facing the screen, it thrusts its arm forward to emit a small spark of dark energy.}}
 
===[[Idle pose]]s===
{{Idle
|desc-1=Motions toward itself with its arm further from the screen.
|desc-2=Draws its arms towards itself and strikes a pose.
|image-1=MewtwoIdlePose2SSB4.jpg
|image-2=MewtwoIdlePose1SSB4.jpg}}
 
===[[Crowd cheer]]===
{{Crowd
|game=SSB4
|char=Mewtwo
|desc-us=Mewwwww-two!
|desc-jp=Myuuuuu-tsu!
|pitch-us=Group chant
|pitch-jp=Group chant}}
 
===[[Victory pose]]s===
{{Victory/SSB4
|victory-theme=PokemonUniverseTheme.ogg
|victory-desc=An orchestral excerpt of the title theme from [[bulbapedia:Pokémon Red and Blue Versions|''Pokémon Red'', ''Blue'']] and [[bulbapedia:Pokémon Red and Green Versions|''Green Versions'']], which has since become the main theme of the ''Pokémon'' series.
|desc-1=Turns its back to the screen and looks back over its shoulder, saying "Hmm..." In the Japanese version, it says "{{ja|私はなぜここにいるのか...?|Watashi wa naze koko ni iru no ka...?}}" (''"Why am I here?"'')
|desc-2=Thrusts its hand forward, emits dark energy from its body, and growls. In the Japanese version, it says "{{ja|私はまけるわけにはいかない!|Watashi wa makeru wake ni wa ikanai!}}" (''"I can not lose!"'')
|desc-3=Spins once and then poses while laughing ominously and emitting a flame-like aura of dark energy around itself. In the Japanese version, it says "{{ja|愚かな!|Orokana!}}" (''"Foolish!"'')
|char=Mewtwo}}
 
==In [[competitive play]]==
===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 -->
 
''See also: [[:Category:Mewtwo players (SSB4)]]''
 
*{{Sm|Abadango|Japan}} - The best Mewtwo player of all time, primarily playing the character in 2016 and 2017 and as a co-main alongside {{SSB4|Bayonetta}} from 2017 onward, as well as one of the best Japanese players of all time, ranking 13th on the [[PGR 100]]. He is the only Mewtwo player to win a major, doing so at {{Trn|Pound 2016}}.
*{{Sm|MagiMagi|UK}} - The best Mewtwo player in Europe best known for his run to 9th at {{Trn|Super Smash Con 2018}} defeating {{Sm|CaptainZack}}, {{Sm|ANTi}}, and {{Sm|Eon}}. He also has wins over many of Europe's best players, including defeating {{Sm|Glutonny}} to place 2nd at {{Trn|Ys}} and defeating {{Sm|S1}} and {{Sm|IxisNaugus}} twice to place 3rd at {{Trn|Albion 2}}.
*{{Sm|Rich Brown|USA}} - First known for defeating {{Sm|Dabuz}} to place 13th at {{Trn|Paragon Los Angeles 2015}} and became the second-best Mewtwo player in North America in 2016 and 2017, with results such as 3rd at {{Trn|Little Big House 2}} defeating {{Sm|Nairo}} and {{Sm|Kameme}}; 5th at {{Trn|2GGT: Abadango Saga}} defeating {{Sm|CaptainZack}}; and 17th at {{Trn|Super Smash Con 2016}} defeating {{Sm|Abadango}}. His activity and results nationally declined in 2018, but he was still ultimately ranked 52nd on the [[PGR 100]].
*{{Sm|SDX|USA}} - The second-best Mewtwo player in North America in 2018, making his mark on the competitive scene in the tail end of competitive ''Smash 4'' with performances such as placing 5th at {{Trn|The Big House 8}} defeating {{Sm|Elegant}} and {{Sm|Mistake}}, 7th at {{Trn|2GG: Hyrule Saga}} defeating {{Sm|Light|p=Connecticut}} and {{Sm|Kameme}}, and 9th at {{Trn|Get On My Level 2018}} defeating {{Sm|Ally}} and {{Sm|WaDi}}. Despite his relatively-late debut on the national scene, he was ranked 45th on the [[PGR 100]].
*{{Sm|WaDi|USA}} - The second-best Mewtwo player of all-time and the highest-ranking solo-Mewtwo player on the [[PGR 100]], ranking 26th. Alongside wins over many of the game's best players, he has placed top 8 at many majors, including placing 2nd at {{Trn|EGLX 2018}}, 5th at both {{Trn|Super Smash Con 2017}} and {{Trn|2GGC: MkLeo Saga}}, and 7th at {{Trn|2GGT: Abadango Saga}}.
 
===Tier placement and history===
Mewtwo's return to the series was initially met positively, as players had soon noticed its increased mobility, power and range, which in turn led to it being perceived as a mid-tier character. However, players also lamented the nerfs to Mewtwo's already poor endurance. When coupled with other issues that became more prominent over the time, players gradually started to agree that Mewtwo's improved offense was not sufficient enough to compensate, in a case similar to Ike. While these drawbacks saw Mewtwo's perception plummet, some players insisted that Mewtwo was underrated and that critics were too focused on its frailty to see its positive traits. As time went on, Mewtwo received buffs via game updates, most notably to its mobility and aerials. These improvements led it to be ranked 37th on the first tier list, which established it as a low-tier character like in ''Melee''.


===On-Screen Appearance===
After Mewtwo's dashing speed was further increased in update 1.1.5, players such as {{Sm|Abadango}}, {{Sm|Rich Brown}} and {{Sm|WaDi}} began placing higher with it in tournaments, and showed that its powerful offensive potential now outweighed its defensive shortcomings. This resulted in a drastic improvement in Mewtwo's perception within the community, which was reflected in it being ranked 10th on the second tier list. This new ranking was notable for not only reassessing it as a top-tier character but for also being the largest tier rise between the first and second tier lists. Mewtwo's continued success led to it being ranked 9th on the third tier list, which reaffirmed its status as a top-tier character.
Mewtwo, removing itself from a large mass of dark energy, falls gently to the ground. It is similar to {{SSB4|Lucario}}'s on-screen appearance with the aforementioned dark energy instead of aura-based energy.


===Idle Poses===
Despite {{Sm|WaDi}} achieving some very notable results, such as placing 5th at [[Super Smash Con 2017]] and [[2GGC: MkLeo Saga]], Mewtwo's tournament presence has slightly waned since then, owing to players becoming more capable of exploiting its weaknesses. This was further compounded by its best player, Abadango, picking up {{SSB4|Bayonetta}} as a co-main and using her more often. Due to its slightly worsened perception and results, Mewtwo has dropped to 10th on the fourth and current tier list. Some smashers, however, like {{Sm|ZeRo}} and {{Sm|ANTi}} believe that it should be ranked slightly higher.
*Mewtwo motions towards itself with its arm further from the camera.
*Mewtwo draws its arms toward itself and strikes a pose.


===Victory Fanfare===
==[[Trophies]]==
A small excerpt of the ''Pokémon Red'' and ''Blue'' title theme. Shared with {{SSB4|Pikachu}}, {{SSB4|Jigglypuff}}, {{SSB4|Lucario}}, {{SSB4|Charizard}}, and {{SSB4|Greninja}}.
Mewtwo's fighter trophy is obtained by clearing Classic Mode as Mewtwo. Its alternate trophy is obtained by clearing All-Star Mode as Mewtwo in the 3DS version or booting up the game after downloading Mewtwo in the Wii U version. The Psystrike trophy is obtained only in the Wii U version by clearing All-Star Mode as Mewtwo. Mewtwo also has a non-fighter trophy as part of the base game that can be purchased in the Trophy Shop for 500G (or 10 Play Coins) in the 3DS version or 1500G in the Wii U version.
<gallery>
PokemonUniverseTheme.ogg
</gallery>


====Victory Poses====
{{Trophy/Fighter
<gallery>
|name=Mewtwo
MewtwoPose1WiiU.jpg
|image-3ds=MewtwoDLCTrophy3DS.png
MewtwoPose2WiiU.jpg
|image-wiiu=MewtwoDLCTrophyWiiU.png
MewtwoPose3WiiU.jpg
|mode=Classic
</gallery>
|desc-3ds-ntsc=Mewtwo puts its psychic powers to great use in this game. Not only does it have floaty jumps, but its telekinesis gives its attacks extra reach and its throws added power. However, its light body makes it easy to launch, so if you're willing to take the risk of getting in close, it might just be worth it!
''Note: Mewtwo speaks during its Japanese victory poses.''
|desc-wiiu-ntsc=Mewtwo puts its psychic powers to great use in this game. Not only does it have floaty jumps, but its telekinesis gives its attacks extra reach and its throws added power. However, its light body makes it easy to launch, so if you're willing to risk getting in close, it might just be worth it!
*Does a single spin and then poses, laughing maniacally while doing so.
|desc-pal=Mewtwo puts its psychic powers to great use in this game. Not only can it float in midair, but its telekinesis gives its attacks extra reach and its throws added power. However, its light body makes it easy to launch, so if you're willing to take the risk of getting in close, it might just be worth it!
**"{{ja|愚かな|Orokana}}!", which translates to "Foolish!"
|gamelist-ntsc={{Trophy games|console1=GB|game1=Pokémon Red & Pokémon Blue|release1=09/1998|console2=3DS|game2=Pokémon X & Pokémon Y|release2=10/2013}}
*Thrusts its hand forward, radiating dark energy, and groans. Very similar to its Down taunt.
|gamelist-pal={{Trophy games|console1=GB|game1=Pokémon Red/Blue|release1=10/1999|console2=3DS|game2=Pokémon X/Y|release2=10/2013}}
**"{{ja|私はまけるわけにはいかない|Watashi wa makeru wake ni wa ikanai}}!", which translates to "I cannot lose!"
}}
*Turns its back to the screen and looks back over its shoulder, saying "Hmm..."
{{clrl}}
**"{{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?"


==In [[Competitive play|Competitive Play]]==
{{Trophy/Fighter
|name=Mewtwo (Alt.)
|image-3ds=MewtwoAltTrophy3DS.png
|image-wiiu=MewtwoAltTrophyWiiU.png
|mode=Alt
|desc-3ds-ntsc=Mewtwo's Confusion side special not only lets you repel projectiles—it also reflects the damage back on your opponent. Its down special, Disable, stuns an enemy for longer the higher its damage is. As it works by having Mewtwo glare at its foe, this only works if they make eye contact.
|desc-wiiu-ntsc=Mewtwo's Confusion side special not only repels projectiles—it also reflects the damage back on your opponent. Its down special, Disable, stuns an enemy for longer the higher its damage is. Disable only works on foes that are facing Mewtwo.
|desc-pal=Mewtwo's Confusion Side Special not only lets you repel projectiles, it also reflects the damage back on your opponent. Its Down Special, Disable, stuns an enemy for longer the higher its damage is. As it works by having Mewtwo glare at its foe, this only works if they make eye contact.
|gamelist-ntsc={{Trophy games|console1=GB|game1=Pokémon Red & Pokémon Blue|release1=09/1998|console2=3DS|game2=Pokémon X & Pokémon Y|release2=10/2013}}
|gamelist-pal={{Trophy games|console1=GB|game1=Pokémon Red/Blue|release1=10/1999|console2=3DS|game2=Pokémon X/Y|release2=10/2013}}
}}
{{clrl}}


===Notable players===
{{Trophy/Fighter
*{{Sm|Mew²|USA}}
|name=Psystrike
*{{Sm|Trela|USA}}
|image=PsystrikeTrophyWiiU.png
*{{Sm|Logic|USA}}
|desc-ntsc=Mewtwo's Final Smash starts as Mewtwo Mega Evolves into Mega Mewtwo Y. It then fires a huge psychic projectile that penetrates enemies and obstacles. This projectile doesn't do any damage, but it freezes every foe it hits in place. They can even be frozen midjump! Afterward, every foe hit with the projectile will take a powerful psychic hit to the head.
|desc-pal=Mewtwo's Final Smash starts as it Mega Evolves into Mega Mewtwo Y, then fires a huge psychic projectile that penetrates enemies and obstacles, but doesn't do any damage. It's only afterwards that every foe the projectile hit freezes in place and takes a powerful psychic hit to the head. They can even be frozen mid-jump!
|game=ssb4-wiiu
}}
{{clrl}}
 
{{Trophy/Fighter
|name=Mewtwo
|image-3ds=MewtwoTrophy3DS.png
|image-wiiu=MewtwoTrophyWiiU.png
|desc-ntsc=Created from modified Mew DNA, Mewtwo was designed to be the ultimate Pokémon. It didn't take on any of Mew's kinder traits and only uses its intelligence to destroy its enemies. Or...so it seems. Perhaps it just feels frightened or even tormented, and that's why it lashes out. Whatever the reason, Mewtwo is not to be messed with.
|desc-pal=Created from modified Mew DNA, Mewtwo was designed to be the ultimate Pokémon. It didn't take on any of Mew's kinder traits, and only uses its intelligence to destroy its enemies. Or...so it seems. Perhaps it just feels frightened or even tormented, and that's why it lashes out. Whatever the reason, Mewtwo is not to be messed with.
|gamelist-ntsc={{Trophy games|console1=GB|game1=Pokémon Red & Pokémon Blue|release1=09/1998|console2=GBA|game2=Pokémon FireRed & Pokémon LeafGreen|release2=09/2004}}
|gamelist-pal={{Trophy games|console1=GB|game1=Pokémon Red/Blue|release1=10/1999|console2=GBA|game2=Pokémon FireRed/LeafGreen|release2=10/2004}}
}}
{{clrl}}


==[[Alternate costume (SSB4)#Mewtwo|Alternate costumes]]==
==[[Alternate costume (SSB4)#Mewtwo|Alternate costumes]]==
{|style="margin:1em auto 1em auto;text-align:center"
{|style="margin:1em auto 1em auto;text-align:center"
|-
|-
|colspan=8|[[Image:Mewtwo Palette (SSB4).png]]
|colspan=8|[[File:Mewtwo Palette (SSB4).png]]
|-
|-
|{{Head|Mewtwo|g=SSB4|s=50px}}
|{{Head|Mewtwo|g=SSB4|s=50px}}
Line 306: Line 500:
|}
|}


==Trophies==
==[[List of Super Smash Bros. 4 character trailers#Mewtwo|Trailer]]==
Mewtwo's DLC contains matching fighter trophies, which are unlocked as usual (its alternate trophy will also be automatically granted on startup in the Wii U version.) Its existing non-fighter trophy remains in the game, completely unchanged; both it and the Classic trophy are simply labeled "Mewtwo" in-game.
{{#widget:YouTube|id=P-zJOntZRHo}}
 
:'''Mewtwo'''
::{{flag|ntsc}} ''Mewtwo puts its psychic powers to great use in this game. Not only does it have floaty jumps, but its telekinesis gives its attacks extra reach and its throws added power. However, its light body makes it easy to launch, so if you're willing to take the risk of getting in close, it might just be worth it!''
 
::{{flag|pal}} ''Mewtwo puts its psychic powers to great use in this game. Not only can it float in midair, but its telekinesis gives its attacks extra reach and its throws added power. However, its light body makes it easy to launch, so if you're willing to take the risk of getting in close, it might just be worth it!''
 
{{Trophy games|console1=GB|game1=Pokémon Red and Pokémon Blue (09/1998)|console2=3DS|game2=Pokémon X and Pokémon Y (10/2013)}}
 
:'''Mewtwo (Alt.)'''
::{{flag|ntsc}} ''Mewtwo's Confusion side special not only repels projectiles—it also reflects the damage back on your opponent. Its down special, Disable, stuns an enemy for longer the higher its damage is. Disable only works on foes that are facing Mewtwo.''
 
::{{flag|pal}} ''Mewtwo's Confusion side special not only lets you repel projectiles—it also reflects the damage back on your opponent. Its down special, Disable, stuns an enemy for longer the higher its damage is. As it works by having Mewtwo glare at its foe, this only works if they make eye contact.''
 
{{Trophy games|console1=GB|game1=Pokémon Red and Pokémon Blue (09/1998)|console2=3DS|game2=Pokémon X and Pokémon Y (10/2013)}}
 
:'''Psystrike'''
::''Mewtwo's Final Smash starts as Mewtwo Mega Evolves into Mega Mewtwo Y. It then fires a huge psychic projectile that penetrates enemies and obstacles. This projectile doesn't do any damage, but it freezes every foe it hits in place. They can even be frozen midjump! Afterward, every foe hit with this projectile will take a powerful psychic hit to the head.''
 
:'''Mewtwo''' (non-fighter)
::''Created from modified Mew DNA, Mewtwo was designed to be the ultimate Pokémon. It didn't take on any of Mew's kinder traits and only uses its intelligence to destroy its enemies. Or...so it seems. Perhaps it just feels frightened or even tormented, and that's why it lashes out. Whatever the reason, Mewtwo is not to be messed with.''
 
{{Trophy games|console1=GB|game1=Pokémon Red and Pokémon Blue (09/1998)|console2=GBA|game2=Pokémon FireRed and Pokémon LeafGreen (09/2004)}}
 
<center>
<gallery>
MewtwoTrophy3DS.png|Non-fighter (3DS)
MewtwoTrophyWiiU.png|Non-fighter (Wii U)
MewtwoDLCTrophy3DS.png|Classic (3DS)
MewtwoAltTrophy3DS.png|Alt. (3DS)
MewtwoDLCTrophyWiiU.png|Classic (Wii U)
MewtwoAltTrophyWiiU.png|Alt. (Wii U)
PsystrikeTrophyWiiU.png|Final Smash (Psystrike)
</gallery>
</center>
 
==Videos==
<youtube>dKB9DXMb_-0</youtube><youtube>P-zJOntZRHo</youtube>


==Gallery==
==Gallery==
<gallery>
<gallery>
MewtwocomparisonSSB4.png|The differences in graphics between the 3DS and Wii U versions. The Wii U version model was used as its official artwork on Club Nintendo prior to its official trailer.
MewtwocomparisonSSB4.png|The differences between Mewtwo's models for {{for3ds}} and {{forwiiu}}. The latter version's model was used for Mewtwo's official artwork on Club Nintendo prior to its official trailer.
Mewtwoisontheway.png|Mewtwo teaser.
Mewtwoisontheway.png|The teaser confirming Mewtwo's return to the series.
SSB4 Fighter Introduction Mewtwo.png|Official splash art.
SSB4 Fighter Introduction Mewtwo.png|Mewtwo's splash art.
Mewtwo amiibo.png|Mewtwo's [[amiibo]].
Mewtwo amiibo.png|Mewtwo's [[amiibo]].
Mewtwo_SSB4_Screen-1.jpg|Mewtwo's appearance in the Wii U version.
Mewtwo unlock notice SSB4-Wii U.png|Mewtwo's unlock notice in {{forwiiu}} after downloading it from the [[Nintendo eShop]].
Mewtwo_SSB4_Screen-2.jpg|Fighting {{SSB4|Fox}}.
Mewtwo_SSB4_Screen-1.jpg|Using its down taunt.
Mewtwo_SSB4_Screen-3.jpg|Forward throw.
Mewtwo_SSB4_Screen-2.jpg|[[Roll]]ing away from {{SSB4|Fox}}'s forward smash.
Mewtwo_SSB4_Screen-4.jpg|Down smash.
Mewtwo_SSB4_Screen-3.jpg|Using its forward throw on {{SSB4|Luigi}}.
Mewtwo_SSB4_Screen-5.jpg|With [[Mew]].
Mewtwo_SSB4_Screen-4.jpg|Using its down smash on {{SSB4|Ike}}.
Mewtwo_SSB4_Screen-6.jpg|Using [[Disable]].
Mewtwo_SSB4_Screen-5.jpg|Alongside [[Mew]].
Mewtwo_SSB4_Screen-7.jpg|Transforming into Mega Mewtwo Y...
Mewtwo_SSB4_Screen-6.jpg|Using [[Disable]] on {{SSB4|Little Mac}}.
Mewtwo_Final_Smash.jpg|...and then using its [[Psystrike|Final Smash]].
Mewtwo_SSB4_Screen-7.jpg|Mewtwo [[bulbapedia:Mega Evolution|Mega Evolving]] into Mega Mewtwo Y as part of its [[Final Smash]].
Mewtwo_SSB4_Screen-9.jpg|Mewtwo attacking {{SSB4|Toon Link}} in the 3DS version.
Mewtwo_Final_Smash.jpg|Using [[Psystrike]], its Final Smash, on {{SSB4|Dr. Mario}} and {{SSB4|Wario}}.
Mewtwo_SSB4_Screen-10.jpg|Fighting {{SSB4|Greninja}}.
Mewtwo_SSB4_Screen-9.jpg|Using its forward aerial on {{SSB4|Toon Link}}.
Mewtwo_SSB4_Screen-10.jpg|Using its forward tilt on {{SSB4|Greninja}}.
</gallery>
</gallery>


==Trivia==
==Trivia==
*Mewtwo's non-fighter trophy has different features than the eventual design of it as a playable character, such as having smaller eyes, a shorter tail, and a lighter shade of purple for its midsection and tail. Mewtwo's playable model and trophy are modeled after [[bulbapedia:M01|the first Pokémon movie]], differing slightly from Mewtwo's model in ''Pokémon'' X and ''Y'', which has larger and rounder eyes than either of the two to match Mewtwo's official art by Ken Sugimori.
* During development of the game, an appearance of Mewtwo's {{s|bulbapedia|Mega Evolution}} was reportedly considered by [[Masahiro Sakurai]].<ref>[http://www.nintendoworldreport.com/news/34700 Sakurai Considering Mewtwo for Next Smash Bros. Games]</ref>
*Mewtwo's in ''SSB4'' and segments of its trailer references the Pokémon movies it is seen in:
*Mewtwo's artwork for this game resembles its [[bulbapedia:File:150Mewtwo.png|artwork]] for [[bulbapedia:Pok%C3%A9mon FireRed and LeafGreen Versions|''Pokémon FireRed'' and ''LeafGreen Versions'']], although mirrored.
**One segment makes reference to the [[bulbapedia:M01|first Pokémon movie]]. It it shown next to [[Mew]] in reference to the [[bulbapedia:Legendary_duo#Mew_and_Mewtwo|the Mew Duo]], and thus further referenced in one of the pictures seen in Mewtwo's profile on the official website. Its introduction tagline, Mewtwo Strikes Back, is the title of said movie.
*Mewtwo is the only playable Pokémon in ''Super Smash Bros. 4'' to not readily appear in any capacity in [[bulbapedia:Pokémon Sun and Moon|''Pokémon Sun'' and ''Moon'']]. Instead, it must be transferred over via ''{{s|bulbapedia|Pokémon Bank}}''. [[Charizard]] and [[Greninja]], while unobtainable under normal gameplay conditions, appear as a [[bulbapedia:Poké Ride|Ride Pokémon]] and a member of [[Pokémon Trainer|Red's]] team, and as a {{s|bulbapedia|gift Pokémon}} from [[bulbapedia:Pokémon Sun and Pokémon Moon Special Demo Version|''Pokémon Sun'' and ''Pokémon Moon Special Demo Version'']], respectively.
**Another segment makes reference to the [[bulbapedia:M16|sixteenth Pokémon movie]], where a different Mewtwo can been seen encountering [[Genesect]], the latter of served as the movie's antagonist. In addition, its [[Boxing Ring]] tagline and unlock description, "A Legend Reawakened" is a reference to the movie's title, ''Genesect and the Legend Awakened''.
**However, Mewtwo appears in [[bulbapedia:Pokémon Ultra Sun and Ultra Moon|''Pokémon Ultra Sun'' and ''Ultra Moon'']], and is obtainable in an Ultra Wormhole along with many other Legendary Pokémon.
*As with {{SSB4|Roy}}, Mewtwo's official artwork is posed nearly identically to its official ''Melee'' artwork.
*Mewtwo is the second of three ''Super Smash Bros. Melee'' characters to return to the series in ''SSB4'' after being absent from ''Super Smash Bros. Brawl'', succeeding {{SSB4|Dr. Mario}} and preceding {{SSB4|Roy}}.
*As Mewtwo is a DLC character, it lacks custom moves. However, prior to update 1.0.7 it was possible to access buggy versions of Mewtwo's special moves via a glitch involving shared {{SSB4|Mii Fighter}}s. Most of these crash the game, with the exception of both variations of [[Confusion]], a non-functional version of [[Disable]] that sends Mewtwo into its helpless state, and a version of Disable which zooms the camera in on Mewtwo and temporarily slows down time, all of which have limited functionality. It is unclear whether the glitch involved accessing custom moves that were incomplete or data not intended for use of custom moves. While the glitch was removed by update 1.0.7, it was still possible to view replays containing these special moves in-game until update 1.0.8 was released.
**However, there are scrapped files for all three of these characters in ''Brawl'', suggesting that they were planned to make a reappearance there as well.
*A majority of Mewtwo's animations has it folding its arms: this includes its up taunt, [[Hammer]] animation, up tilt, [[helpless]], [[sleep]] and [[teeter]], result screen animations, and, humorously enough, its [[Screen KO]] animation, which shows it splatting onto the screen with its arms folded.
*Mewtwo's pose in its official art for ''SSB4'' is nearly identical to its pose in its official art for ''Melee''.
*Mewtwo has only one voice clip when it is KO'd, like {{SSB4|Roy}} and Jigglypuff. This is likely a callback to ''Melee'', as until ''Brawl'', most characters only had one voice clip when being KO'd.
*As possible callbacks to ''Melee'', Mewtwo has only one voice clip for when it is KO'd, and only the Japanese version of ''SSB4'' features its victory quotes consisting of spoken dialogue.
*The visual trails left by Mewtwo's tail attacks change color depending on the costume chosen.
*Mewtwo folds its arms in numerous instances. It does so while using its up tilt, up taunt, or a {{b|Hammer|item}}; during its [[Results screen|defeated]]/[[Results screen#No Contest|No Contest]] and [[screen KO]]'s animations; and when it is [[asleep]], [[teeter]]ing, or [[helpless]].
*Mewtwo is the only returning DLC fighter with a new voice actor.
*Prior to update 1.0.7, it was possible to access glitched versions of Mewtwo's [[Character customization|custom moves]] via a glitch involving shared {{SSB4|Mii Fighter}}s. Most of these crash the game, with the exception of both variations of [[Confusion]], a non-functional version of [[Disable]] that renders Mewtwo [[helpless]], and a version of Disable which zooms the camera in on Mewtwo and temporarily slows down time, all of which have limited functionality. It is unclear whether the glitch involved accessing custom moves that were incomplete, or data not intended for use of custom moves. One of the variations of Mewtwo's glitched custom Confusion is very similar to the [[soul breaker]] glitch. It is speculated that these were unfinished custom moves and that DLC characters were intended to have custom moves. While the glitch was removed by update 1.0.7, it was still possible to view replays containing these special moves prior to update 1.0.8.
*Mewtwo's light weight in ''SSB4'' contradicts its weight specified in the Pokédex. The Pokédex states that it weighs 269 pounds. However, in ''SSB4'', Mewtwo is only three units heavier than than Jigglypuff despite the latter weighing 12.1 pounds according to the Pokédex. This seems to be due to its psychically-induced anti-gravity, as [[Rosalina & Luma (SSB4)|Rosalina]] has many traits similar to Mewtwo in this respect (tall heavyweight in [[Mario (universe)|her home series]], constantly levitating via magic, and very light weight in ''Smash'').
*Mewtwo is the only [[veteran]] DLC character with a new voice actor, and the only character in ''SSB4'' to speak only in the Japanese version.
**It is also one of the four playable characters in ''SSB4'' to speak in Japanese in at least one version of the game but to never speak in English in any version of the game. The other three are {{SSB4|Marth}}, {{SSB4|Roy}} and {{SSB4|Cloud}}.
*Mewtwo is the first DLC character to have been downloadable for free. It is also the only DLC character who does not share [[equipment]] types with any other DLC character.
*As of ''SSB4'', Mewtwo is the only character whose [[falling speed]] has remained unchanged.
*Mewtwo's non-fighter trophy model has very slightly different features from its playable character and fighter trophy's models. It has a slightly smaller head, slightly smaller eyes, a thicker and slightly longer tail, slightly smaller hands, a more vibrant shade of violet for its midsection, tail, and eyes, and its texture has a satin finish instead of a glossy finish. As a result, it resembles [[bulbapedia:Mewtwo (original series)|the Mewtwo from the first ''Pokémon'' movie]], whereas Mewtwo's playable character and fighter trophy's models are virtually identical to its appearance in ''{{s|bulbapedia|Pokédex 3D Pro}}''.
*Mewtwo and {{SSB4|Lucario}} are the only playable Pokémon in ''SSB4'' who do not emerge from a [[Poké Ball]] as part of their [[on-screen appearance]]s.
*Although Mewtwo's [[Final Smash]] involves {{s|bulbapedia|Mega Evolution}}, it differs from {{SSB4|Charizard}} and Lucario's in a few distinct ways. Mewtwo's is used for a single attack and renders it both invincible and stationary for its duration, whereas Charizard and Lucario's function as transformations that grant improved offense, mobility, and [[armor]] for their durations. Mewtwo's Final Smash is also referred to by its primary attack's name of [[Psystrike]], instead of simply as "Mega Evolution".
*In Mewtwo's reveal trailer, [[Ness]] is shown stalking Mewtwo while holding a [[Master Ball]], as well as using a {{s|bulbapedia|Genesect}} from a [Poké Ball] against it. This is a reference to standard ''Pokémon'' games, where the player character is often young and tasked with catching every Pokémon.
**The Master Ball is many players' choice of {{s|bulbapedia|Poké Ball}} against Legendary Pokémon, such as Mewtwo.
**Additionally, ''EarthBound'' and ''Pokémon'' were both developed by Creatures Inc. (then known as Ape Inc.).
*Despite being a veteran, Mewtwo was referred to as a "new fighter" when it was revealed to be DLC.
**Additionally, while {{SSB4|Lucas}} and {{SSB4|Roy}}'s trophy descriptions directly mention their return, Mewtwo's does not.


==References==
==References==
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{{SSB4Characters}}
{{SSB4Characters}}
{{Pokémon universe}}
{{Pokémon universe}}
[[Category:Characters (SSB4)]]
[[Category:Pokémon (SSB4)]]
[[Category:Mewtwo (SSB4)| ]]
[[Category:Mewtwo (SSB4)| ]]
[[Category:Downloadable content]]
[[Category:Downloadable content]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-Wii U)]]
[[es:Mewtwo (SSB4)]]

Latest revision as of 12:42, November 3, 2024

This article is about Mewtwo's appearance in Super Smash Bros. 4. For the character in other contexts, see Mewtwo.
Mewtwo
in Super Smash Bros. 4
Mewtwo SSB4.png
PokemonSymbol.svg
Universe Pokémon
Other playable appearances in Melee
in Ultimate

Availability Downloadable
Final Smash Psystrike
Tier A (10)
Mewtwo (SSB4)
Mewtwo Strikes Back!
—Introduction Tagline

Mewtwo (ミュウツー, Mewtwo) is a playable character in Super Smash Bros. 4. Its return to the series (erroneously calling it a "new fighter") was announced during the Super Smash Bros. for Wii U 50-Fact Extravaganza on October 23rd, 2014.[1] Mewtwo is the first downloadable character in Super Smash Bros. history, and was made available on April 28th, 2015.[2] However, it was made available at no cost as early as April 15th, 2015 for players who registered both Super Smash Bros. for Nintendo 3DS and Super Smash Bros. for Wii U on Club Nintendo by March 31st, 2015.[2][3]

Rather than retaining Masachika Ichimura as its voice actor from Melee, Mewtwo is now voiced by Keiji Fujiwara, who imitates some of the former's voice clips from Melee.

Mewtwo is ranked 10th out of 54 on the tier list, placing it in the A tier. This is a drastic improvement from its low-tier placement in Melee, where it was ranked 20th out of 26, and is its best placement in the series. Mewtwo boasts excellent mobility: in addition to retaining its very fast air speed, its walking and dashing speeds have become drastically faster, and it can now wall jump.

Mewtwo also possesses a flexible combo game. Its neutral attack is a very reliable jab cancel, even at high percentages, while its down tilt and fast falling up aerial both possess a variety of follow-ups at low to high percentages. Like in Melee, Mewtwo's grab game is potent: its forward throw is tied for the most damaging throw of its kind in the game, whereas its back and up throws are viable KOing options. Mewtwo also boasts a respectable number of potent KOing options: in addition its up and back throws, its smash attacks, forward aerial, and fully charged Shadow Ball each possess considerable power.

Lastly, most of Mewtwo's special moves also have improved utility. Fully charged Shadow Ball has a larger hitbox and longer range; Confusion now functions as a traditional reflector and now grants a small vertical boost when used in midair; and Disable's stun effect has a longer duration.

However, Mewtwo's infamous frailty has become even more pronounced, owing to its larger size and much lighter weight. This, in turn, is compounded by its slightly below-average frame data and slow double jump, which force it to rely on its neutral aerial, forward aerial, or Teleport to escape pressure more often than not.

After initially being a poorly perceived character upon its release, game updates significantly improved Mewtwo's viability over time. This has been reflected by players such as Abadango, Rich Brown, and WaDi consistently achieving high placings in competitive play, whose successes have helped Mewtwo achieve top-tier status as of SSB4's second tier list.

Attributes[edit]

Mewtwo is a character whose majority of attributes are unusually polarizing, with only its falling speed and gravity being average. It is tall, yet is the second lightest character in the game, being surpassed only by Jigglypuff. By extension, Mewtwo's hurtbox has a deceptive size: although it is larger than in Melee, its model's adjusted z-axis position has resulted in its hurtbox ending approximately at its digits, ankles, and the base of its tail.[4][5] As a result, the majority of Mewtwo's tail now lacks hurtboxes unlike in Melee, which makes all but the base of its tail immune to opposing hitboxes. However, its hurtbox will still extend slightly when it attacks, whereas its digits, ankles, and the base of its tail will leave their z-axis positions when it is in hitstun or while tumbling.[4]

In regard to grounded mobility, Mewtwo's walking speed is tied with Charizard's for the fifteenth fastest in the game, whereas its dashing speed is the seventh fastest in the game. However, its traction is also tied with Charizard's for the second lowest in the game. This polarization is also apparent with Mewtwo's aerial mobility: its air speed is the third fastest in the game, yet it has slow air acceleration, while its double jump is the highest in the game, yet accelerates slowly at its beginning. As a result of these attributes, landing and approaching safely can be difficult. Unlike in Melee, Mewtwo is capable of wall jumping.

Mewtwo's air game is highly potent. Its air dodge makes it disappear briefly and is the fastest one in the game, thanks to it concluding after 28 frames. Mewtwo's aerial moves boast impressive power thanks to their respectable damage outputs and very high knockback scaling, yet are also useful for partaking in combos. Neutral aerial's hitbox has a long duration, which allows it to punish air dodges or start combos upon landing as the opponent is being hit. Forward aerial is Mewtwo's fastest aerial, thanks to it hitting on frame 6. When coupled with its power and range, it can either combo into itself at low percentages, or KO outright at high percentages.

Back aerial has very large range, which enables it to edge-guard reliably, yet also combo into itself at low percentages or KO outright at high percentages. Up aerial, like back aerial, has a very large range, which enables it to partake in combos or juggles. Its base hitbox's high knockback scaling also makes it KO reliably near the upper blast line. Lastly, down aerial is a very powerful meteor smash when sweetspotted, yet is also strong enough to KO on-stage opponents quite reliably. Due to it hitting on frame 15, however, it is Mewtwo's slowest aerial, and has the highest amount of landing lag out of its aerials.

Despite having been toned down since Melee, Mewtwo's grab game is among the most potent in SSB4. When all of its Shadow Balls hit, forward throw is tied with Ganondorf and maximum Aura Lucario's forward throws as the most damaging throws of their kind in the game; this makes it useful for both damage racking and refreshing its stale moves. Up and back throws are among the strongest throws in the game, making them viable KOing options. Down throw lacks true combo potential, but nevertheless has mindgame potential, thanks to it launching opponents just out of counterattacking range. However, Mewtwo's overall grab range and pummel are both merely average. Regardless, the potency of its grab game supplements its air game, as it can allow Mewtwo to inflict a considerable amount of damage with just a few moves.

In comparison to its air and grab games, Mewtwo's ground game is a mixed bag. While generally powerful, all but a few of its grounded moves suffer from noticeable ending lag, which makes them risky when they are whiffed, shielded, or dodged. Its neutral attack is very useful: it can easily jab cancel and even out-prioritize many moves, which in turn enables Mewtwo to better utilize its grab game and quickly initiate combos when followed up with up tilt, down tilt, or Disable. Down tilt, in particular, is a very effective move: its long range, launching angles, and minimal overall lag make it very useful for starting combos and decent for spacing or shield stabbing. Up tilt can combo into Mewtwo's aerial moves and potentially itself on many characters even at high percentages, so long as it hits them with its near hitboxes.

Forward tilt has good range, very high knockback scaling, and can be angled, all of which makes it decent for spacing. However, its very low base knockback makes it unable to KO at reasonable percentages. Although it is punishable, dash attack's respectable range has increased even further, thanks to its hitboxes being re-positioned outward, and its newfound disjointed hitbox. Lastly, Mewtwo's smash attacks have above-average strength and distinct perks: forward smash has the longest range; up smash hits multiple times and is a useful anti-air option; and down smash has the lowest amount of ending lag.

Mewtwo's special moves are powerful, yet risky, much like its ground game. Shadow Ball has impressive utility regardless of its charge: it is useful for zoning or stopping approaches when uncharged, whereas it is one of the strongest and fastest projectiles in the game when fully charged. Teleport grants considerable horizontal momentum and renders Mewtwo invulnerable for a split second, which makes it a safe recovery overall. Confusion, which was notorious in Melee for being virtually useless, has been buffed considerably. In addition to functioning as a long-ranged command grab that can bypass disjointed hitboxes, it now functions as a proper reflector, which improves Mewtwo's neutral game by allowing it to counteract opposing projectiles. Confusion's utility also extends to Mewtwo's recovery, as it now grants a slight vertical and average horizontal boost during its first use in midair, and can completely reverse both its aerial momentum and direction. Lastly, Disable is a risky set-up option, but it can guarantee openings for combos and KOs if it connects, which is further supplemented by its stun duration having been increased since Melee.

Despite Mewtwo's strengths, it has a few notable and fairly exploitable weaknesses. The most apparent of these is its frailty; Mewtwo's very light weight makes it very easy to KO, while its tall frame, average falling speed, and average gravity collectively make it easier to combo and juggle compared to other characters of its size and weight. Furthermore, Mewtwo lacks an effective aerial attack that can interrupt combos, whereas an attempt to Teleport out of combos can lead to it being punished because of its ending lag, momentum, and start-up lag having been increased since Melee.

The majority of Mewtwo's moveset also possesses some restrictions in spite of their advantages. Despite its aforementioned hurtbox properties, Mewtwo's tail-based attacks are still susceptible to being countered, owing to the base of its tail being a part of its hurtbox. Fully charged Shadow Ball has recoil when used in the air, which can cause an inadvertent self-destruct while off-stage. Disable is punishable if it whiffs and can be reflected because of its status as a projectile, the latter of which can easily lead to a fatal turnabout against Mewtwo at high percentages.

Aside from forward aerial and fully charged Shadow Ball, the rest of Mewtwo's KOing options can be difficult to land. Up and back throw can be risky to attempt because of its 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. Despite their speed and accuracy, forward aerial and Shadow Ball's KO potentials can be hindered via staleness because of their frequent usage in Mewtwo's combos and neutral game, respectively. Lastly, its frame data is slightly below-average, which makes its attacks even more prone to punishment if they are not spaced well. As a result, Mewtwo can pressure effectively, yet is also vulnerable to pressure. It is also at a distinct disadvantage in a custom moveset environment, as it lacks custom moves because of its status as a DLC character.

In regard to playstyle, Mewtwo's is an odd combination of styles: it fits the archetype of a glass cannon, yet typically relies on bait and punish tactics and defensive maneuvers to keep opponents from performing rushdowns and capitalizing on its very tall frame and extremely light weight. This does not mean Mewtwo is forced to rely on turtling, however, as its outstanding mobility, excellent air game, and overall powerful moveset make it a force to be reckoned with. As such, Mewtwo is a "high-risk, high-reward" character with a fairly high learning curve, as it has to capitalize on reads more often than not because of its frailty and susceptibility to pressure.

In a similar manner to Marth, Mewtwo was initially poorly regarded in SSB4's metagame because of its most serious flaws from Melee being worsened, which resulted in it suffering from low representation and poor results. After being heavily buffed in game updates, Mewtwo has received more representation and better results in the tournament scene, with its notable players including Abadango, Rich Brown and WaDi. Following Abadango winning Pound 2016 while almost exclusively using Mewtwo, it is now regarded as a much better character than initially thought, with the general consensus being that Mewtwo warranted a spot as a high-tier character before it was officially reassessed as a top-tier character within the current tier list.

Changes from Super Smash Bros. Melee[edit]

Mewtwo has been drastically buffed in its transition from Melee to Smash 4, especially owing to the handful of buffs it has received within the game updates. One of its most useful buffs were to its mobility; its walking, dashing, and air speeds are much faster, its jump and double jump are higher, it can now wall jump, and its techs' now-traditional animations make it less susceptible to tech-chasing. Mewtwo's air dodge has also improved: in addition to making it disappear, it is now the fastest in the game, while the removal of directional air dodges now enables it to retain Mewtwo's aerial momentum (although it also removes Mewtwo's ability to wavedash). Mewtwo's model also underwent very subtle, yet beneficial tweaks: its larger size increased the range of its tail-based attacks, while its model's re-positioning within the z-axis has resulted in its hurtbox having a deceptive size.

Mewtwo's moveset has been adjusted so as to be more consistent and practical. Confusion, in particular, has drastically improved: it now functions as a traditional reflector, has considerably less ending lag, and now grants recovery distance on its first aerial use; these changes give it high utility as a landing option against projectiles, recovery extender, combo starter, and counter against shields. While Shadow Ball has lost its charging hitbox, its travel pattern is less erratic, which makes it more accurate, and thus improves its zoning potential. When coupled with it having a much larger hitbox when fully charged, it is now one of Mewtwo's most reliable KOing options. Disable's stun duration has increased, while its hitbox has been extended and adjusted to reliably connect against even smaller fighters, while also being intangible, all of which improves its set-up potential. Its aerials have also generally improved, as they now have considerably less landing lag, are more consistent, and possess more utility. Its smash attacks have been similarly strengthened with larger hitboxes, improving their effectiveness. The improvements to Mewtwo's moveset also allow it to make better use of its Teleport-oriented mindgames.

However, Mewtwo has also received significant nerfs. Its infamous frailty was further exacerbated, thanks to its larger size and much lighter weight. Although still useful, Teleport's higher overall lag makes it less safe as an escape and mix-up option, whereas its added momentum can potentially lead to accidental self-destructs. The improved practicality of Mewtwo's moveset is also slightly offset by its overall nerfed frame data, which is especially evident in regard to its tail-based attacks. Despite being much more mobile, Mewtwo's approach is hindered by the weakening of dash-dancing and the removal of both wavedashing and moonwalking. Lastly, Mewtwo's grab game has been toned down: its pummel deals less damage, its back and up throws' KO potentials were considerably worsened because of their lowered knockback, and its down throw is now dependent on reads because of its increased ending lag and the removal of chain grabbing.

Overall, Mewtwo has been re-balanced to be a more practical, consistent, and traditional glass cannon that can rack up damage and KO much more easily. However, these traits come at the cost of it being even riskier and requiring even more precision because of its worsened endurance. Thanks to its buffs, Mewtwo has become drastically more successful and viable than in Melee.

Aesthetics[edit]

  • Change Mewtwo's design has changed. Unlike its Melee self, it has a smaller head, which is now mesaticephalic instead of dolichocephalic. It also has a narrower jawline, significantly larger digit pads, slightly more pronounced pinnae, and a slightly thicker tail. Mewtwo's eye color is also slightly subdued now. Lastly, the aesthetic used in SSB4 has resulted in Mewtwo having a sleeker design, and the purple portion of its skin being slightly more vibrant. Altogether, these changes make Mewtwo appear virtually identical to its appearance in Pokédex 3D Pro.
  • Change Mewtwo's green alternate costume from the previous game has been slightly updated. It is now aquamarine instead of green. Mewtwo has also received four new alternate costumes.
  • Change Mewtwo is slightly more expressive, as its irises now shrink when attacked instead of simply turning yellow.
  • Change Mewtwo has been updated with universal features introduced in Brawl.
    • Change Mewtwo now has an on-screen appearance and two new taunts. Its taunt from Melee remains as its up taunt.
    • Change Mewtwo uses various voice clips for any move between its neutral infinite, its forward and up tilt attacks, its dash attack, and any aerial attack, and now uses specific clips for all three of of its smash attacks; using the same one for both forward and down smashes and a unique one for its up smash.
  • Change Mewtwo is overall less vocal as the rate it speaks when attacking has been significantly lowered. It also no longer vocalizes when using battering items.
    • Change Mewtwo vocalizes upon waking up from sleep status when not suffering from any knockback, similar to many newcomers such as Wii Fit Trainer and Palutena.
  • Change Mewtwo's chest now always faces the screen, regardless of whether it's facing left or right, mirroring its animations.

Attributes[edit]

  • Change Mewtwo is slightly taller. This improves its range, but makes its hurtbox slightly larger.
  • Buff Due to Mewtwo's model having an adjusted z-axis position, its hurtbox ends approximately at its digits, ankles, and the base of its tail.[4][5] However, its hurtbox will still extend slightly when it attacks, whereas its digits, ankles, and the base of its tail will leave their z-axis positions when it is in hitstun or while tumbling.[4]
  • Nerf Mewtwo is significantly lighter (85 → 74), going from being tied for the 16th heaviest in Melee to the standalone 2nd lightest in SSB4, significantly hindering its endurance.
  • Buff Mewtwo walks faster (1.0 → 1.2).
  • Buff Mewtwo dashes drastically faster (1.4 → 2.05), going from one of the slowest dashing speeds in Melee to one of the fastest in SSB4.
  • Buff Mewtwo's air speed is faster (1.2 → 1.25).
  • Change Unlike most characters returning from Melee, Mewtwo's falling speed was left unchanged. This means that it falls significantly faster relative to the cast, going from being tied for the 4th slowest in the game to around average.
  • Buff Mewtwo's fast falling speed is also faster thanks to the universal changes to fast falling (2.3 → 2.4). This further improves its aerial mobility and leaves it less susceptible to juggling. When coupled with the updated air dodge mechanics, this also improves Mewtwo's landing options.
  • Buff Short hop, jump, and double jump are slightly higher. This enables its forward, back and up aerials to auto-cancel with a short hop in spite of their later auto-cancel windows, and improves its aerial mobility. Mewtwo can also now wall jump, improving its recovery.
  • Buff Mewtwo's soft landing is twice as fast (4 frames → 2).
  • Buff Mewtwo's crouch is lower.
  • Change Walk and dash's animation have slightly changed. Mewtwo now hovers while facing the foreground at an angle instead of being parallel to the ground.
  • Change The sound effects for Mewtwo's double jump and tail-based attacks are lower pitched.
  • Buff Mewtwo's tech animations have been altered to be more traditional, making Mewtwo less susceptible to tech-chasing.
  • Buff Mewtwo's air dodge has less startup (frame 4 → 2) and much less ending lag (FAF 40 → 29), now being the fastest air dodge in the game.
  • Nerf Mewtwo's air dodge has a shorter intangibility duration (frames 4-29 → 2-24).
  • Buff Mewtwo's spot dodge has much less ending lag (FAF 38 → 25) going from one of the slowest spot dodges to one of the fastest.
  • Nerf Mewtwo's spot dodge has a shorter intangibility duration (frames 2-21 → 2-14).
  • Buff Mewtwo's rolls have less ending lag (FAF 38 → 30).
  • Nerf Mewtwo's rolls have a shorter intangibility duration (frames 4-21 (forward), 4-19 (back) → 4-14 (both)).
  • Change Mewtwo's item swing animations have changed. Dash swings also consist of one hit instead of multiple hits.
  • Change The removal of double jump canceling both helps and hinders Mewtwo. It improves its recovery, as it can now use aerials or its air dodge while retaining its momentum, but hinders its combo game.
  • Nerf The weakening of dash-dancing and the removal of wavedashing and moonwalking significantly hinder Mewtwo's approach.
  • Nerf The removal of glide tossing hinders Mewtwo's approach while holding items.
    • Buff However, Mewtwo can now super glide toss with its super glide toss covering a large distance.

Ground attacks[edit]

  • Neutral attack:
    • Nerf Neutral attack deals less damage (6% → 4% (hit 1), 2% → 1% (loop hits)) and the first hit can no longer lock opponents due to changes to jab resets.
    • Buff Neutral attack's first hit has decreased start-up (frame 8 → 6) and ending lag (FAF 30 → 25). It also has altered knockback (20 (set)/100 (scaling) → (50/20) (base)/(20/60) (scaling)). Altogether, these changes significantly improve its jab canceling potential. Neutral infinite has received a finisher, an upward swipe, and has decreased ending lag (FAF 52 → 36). These changes improve its safety.
  • Forward tilt:
    • Buff Mid and far forward tilt deal more damage (8% (mid)/5% (far) → 9%/8%) and have increased base knockback (10 (mid)/0 (far) → 20 (both)).
    • Nerf Forward tilt has increased start-up lag with a shorter duration (frames 6-8 → 10-11), and more ending lag (FAF 29 → 36).
  • Up tilt:
    • Change Up tilt deals less damage (10%/8%/6%/5% (clean/late) → 6%/5%/4.5%/4.5% (clean)/5%/4%/3% (late)), and only the clean sweetspot and clean sourspot had their knockback fully compensated (0 (base)/115 (scaling) → 70/114 (clean), 0/80 → 50/50 (sour)). These changes improve its combo potential but hinder its KO potential.
    • Nerf Up tilt has increased start-up with a shorter duration (frames 6-12 → 8-13) and more ending lag (FAF 28 → 30).
  • Down tilt:
    • Change Down tilt deals less damage (9% (near)/8% (mid)/5% (far) → 5%/4.5%/4%), and its knockback was not fully compensated (40 (base)/80 (scaling) (all) → 60/82 (near), 65/84 (mid), 60/70 (far)). Its angles have also been altered (80° → 80°/70°/60°). Altogether, these changes improve the near hit's combo potential but hinders the far hit's combo potential.
    • Nerf Down tilt has increased start-up lag with a shorter duration (frames 5-7 → 6-7), and more ending lag (FAF 20 → 21).
  • Dash attack:
    • Buff Sweetspotted dash attack deals 1% more damage (9% → 10%).
    • Buff Dash attack has increased knockback (80 (base)/60 (scaling) (clean), 40/60 (late) → 80/70 (both)). It has also received a disjointed hitbox near Mewtwo's hand.
    • Change Dash attack's animation has slightly changed. Mewtwo now performs a dark-energy infused palm thrust with one hand, instead of both. This new animation re-positions its torso hitbox around Mewtwo's arms, but shortens its lingering hitbox's duration (frames 12-29 → 12-20).
  • Forward smash:
    • Nerf Sweetspotted forward smash deals less damage (20% → 19%).
    • Buff Sourspotted forward smash deals more damage (12% → 16%).
    • Buff Forward smash has increased knockback scaling (75 (sweetspot)/80 (sourspot) → 85/90), improving its KO potential. Additionally, it has a larger hitbox (2u → 3u) and a longer duration (frames 19-20 → 19-21). Lastly, its sweetspot is easier to land than its sourspot.
    • Nerf Forward smash has slightly increased start-up lag (frame 18 → 19) and slightly decreased range.
  • Up smash:
    • Buff Up smash's first hit has increased set knockback (40/18/18/8 → 90). Its second through sixth hits also have larger hitboxes. In addition, the weakening of SDI makes this move much harder to escape from. It also has decreased ending lag (FAF 70 → 69) and deals more damage due to changes to stale move negation (14% → 16%).
    • Nerf Up smash's first hit has a slightly smaller hitbox.
    • Change Up smash's last hit has altered knockback (40 (base)/118 (scaling) → 60/107). It also has slightly increased horizontal range, but slightly decreased vertical range.
  • Down smash:
    • Buff Down smash has increased knockback scaling (103 → 118), significantly improving its KO potential. It also has slightly increased range against aerial opponents, thanks to its aerial foes-only hitbox being slightly larger (8.59 → 8.7).
    • Change Down smash's angle has been altered (361° → 55°). The larger hitbox now makes the same large burn sfx as the smaller one, whereas in Melee, it made a medium burn sound upon hitting someone.
    • Nerf Down smash's hitbox that hits both grounded and aerial opponents has had its hitbox significantly reduced in size (6.25 → 4), reducing its range against grounded opponents.
    • Nerf Down smash has slightly increased start-up (frame 20 → 21) and ending lag (FAF 38 → 44).

Aerial attacks[edit]

  • Change All aerials have decreased landing lag (26/13 frames → 13 (neutral), 25/12 frames → 14 (forward), 28/14 frames → 17 (back), 20/10 frames → 13 (up), 28/14 frames → 18 (down)). Due to the removal of L-canceling, however, they are not fully compensated with the exception of neutral aerial.
  • Nerf All aerials except down aerial auto-cancels later (frame 37 → 46 (neutral), frame 35 → 36 (forward), frame 30 → 38 (back), frame 33 → 36 (up)).
  • Buff However, due to Mewtwo's higher jumps, all aerials except for neutral aerial can autocancel in a short hop.
  • Neutral aerial:
    • Buff Neutral aerial's first eight hits have increased set knockback (20/20/40/40 → 22/22/46/46); their angles have been altered (160°/160°/110°/110° → 185°/185°/110°/110°); and they have been re-positioned from Mewtwo's torso to its hands and feet. Its last hit also has a larger hitbox. Altogether, these changes make its hits connect together better.
    • Buff Neutral aerial's last hit inflicts significantly more knockback overall (60 (base)/70 (scaling) → 40/110), now being able to KO at Sudden Death percentages (instead of at around 450% in Melee).
    • Nerf Neutral aerial's first eight hits now deal consistent damage (1%/2% → 1%) and its landing hitbox has been removed.
    • Nerf Neutral aerial has increased start-up (frame 5 → 7) and ending lag (FAF 42 → 46).
    • Change Neutral aerial's visual effects have changed. The electricity now flashes green, yellow, blue, cyan and violet at varying intervals, instead of flashing mauve and cyan interchangeably.
    • Change Neutral aerial's animation is more refined, with Mewtwo facing the screen instead of to the side, and the final hit has Mewtwo flex its body to indicate the hitbox change.
    • Buff The weakening of SDI makes neutral aerial significantly more difficult to escape from.
  • Forward aerial:
    • Nerf Forward aerial deals 1% less damage (14% → 13%), hindering its KO potential.
    • Nerf Forward aerial has increased starting (frame 5 → 6) ending lag (FAF 36 → 38).
    • Change Forward aerial's angle has been altered (84° → 50°). This grants it combo potential into itself and improves its spacing potential, but removes its juggling potential.
    • Buff Forward aerial's animation has slightly changed. Mewtwo now swipes forward while lunging, instead of shifting its body in unison with the swipe. This new animation widens its hitbox and re-positions its hitbox farther along Mewtwo's arm.
  • Back aerial:
    • Buff Back aerial has a larger x-axis offset (5.1u → 5.5u), improving its horizontal range. It also deals knockback (0 (base)/100 (scaling) → 20/90).
    • Nerf Back aerial has increased start-up (frame 12 → 13 (back)) and ending lag (FAF 32 → 40).
  • Up aerial:
    • Buff Near up aerial deals 1% more damage (10% → 11%) and has a longer duration (frames 10-13 → 10-14). Up aerial also deals more knockback (0 (base)/100 (scaling) → 40/97) improving the near hit's KO potential.
    • Nerf Mid and far up aerials deal less damage (11% (mid)/14% (far) → 10%/9%). and have increased start-up lag (frame 9 → 10).
    • Nerf Up aerial has increased ending lag (FAF 35 → 40).
    • Change Up aerial's sweetspot has been re-positioned from the tip of Mewtwo's tail to its base.
  • Down aerial:
    • Nerf Aerial sweetspotted down aerial deals 1% less damage (16% → 15%).
    • Change Down aerial's sourspot is no longer a meteor smash (270° → 70°) and has increased knockback (10 (base)/100 (scaling) → 20/97) This improves its KO potential but hinders its edgeguarding potential.
    • Buff Down aerial has decreased start-up (frame 18 → 15) and ending lag (FAF 47 → 46). It also auto-cancels earlier (frame 45 → 42). When coupled with Mewtwo's higher jump, these changes allow it to auto-cancel with a short hop.
    • Buff Down aerial's animation has slightly changed. Mewtwo now stomps in a more pronounced motion while its foot is infused with dark energy. This new animation results in its hitboxes being more disjointed from Mewtwo's foot, improving its range.
    • Buff The removal of meteor canceling significantly improves aerial sweetspotted down aerial's reliability.

Throws/other attacks[edit]

  • Nerf Standing and dash grabs have increased ending lag (FAF 31 → 36 (standing), FAF 41 → 43 (dash)). Dash grab also has increased start-up lag (frame 8 → 9).
  • Pummel:
    • Nerf Pummel deals 1% less damage (3% → 2%).
    • Buff Pummel is faster (24 frames → 18).
  • Forward throw:
    • Change Forward throw's Shadow Balls are larger, but have decreased ranges.
  • Back throw:
    • Nerf Back throw deals 1% less damage (11% → 10%) and has decreased knockback scaling (80 → 75), hindering its KO potential.
    • Change Back throw's animation has slightly changed. Mewtwo now looks away while throwing the opponent, instead of looking at them.
  • Up throw:
    • Nerf Up throw has decreased knockback (100 (base)/70 (scaling) → 72/65), significantly hindering its KO potential. Despite this, it has even less combo potential due to the universally decreased falling speeds combined with its increased ending lag, slightly hindering its safety at low percentages.
  • Down throw:
    • Nerf Down throw deals 2% less damage (11% → 9%). When coupled with the removal of chain grabbing, this significantly hinders its damage racking potential.
    • Change Down throw has an altered angle (69° → 74°).
    • Change Down throw's animation has slightly changed. Mewtwo now somersaults to strike with its tail, instead of spinning its entire body to do so. This new animation transitions slightly faster, but increases its ending lag.
  • Floor attack:
    • Change Floor attacks now have a normal effect, instead of an electric effect.
    • Buff Edge get-up and edge attack's animations have changed. They are now more standardized, making them significantly faster.
    • Change Due to the introduction of tripping in Brawl, Mewtwo has received a floor attack after tripping, a darkness-infused swipe on both sides.

Special moves[edit]

  • Shadow Ball:
    • Nerf Fully charged Shadow Ball has decreased knockback (50 (base)/70 (scaling) → 30/67), hindering its KO potential. Shadow Ball's charge time has also increased, and it no longer has a hitbox while charging.
    • Buff Fully charged Shadow Ball has a larger hitbox and increased range.
    • Buff Grab now charge-cancels Shadow Ball, instead of immediately using it. Mewtwo also no longer endures lag when it uses its shield to charge-cancel.
    • Change Shadow Ball's movement pattern is significantly less erratic. This improves its accuracy, but makes it more predictable.
    • Change Fully charged Shadow Ball causes significantly less recoil. This improves its safety while off-stage, but hinders its utility as a situational recovery option.
    • Change Shadow Ball's visual effects have slightly changed. Saving a fully charged Shadow Ball now results in dark energy emanating from both of Mewtwo's hands, instead of one.
    • Change No longer produces a fiery explosion on contact with a surface
    • Buff The 19% damage increase to shields and the increase to shieldstun significantly improve fully charged Shadow Ball's shield pressuring potential.
    • Change Mewtwo now only speaks when releasing a Shadow Ball after storing in full charge rather then just releasing it.
  • Confusion:
    • Nerf Due to consisting of nine small hitboxes instead of one large hitbox, Confusion deals ≈0.9505% less damage (10% → ≈9.0495%).
    • Buff Confusion now functions like a traditional reflector, as it changes reflected projectiles to Mewtwo's ownership and has a damage multiplier (1.4×). It also has decreased ending lag (FAF 56 → 45). Altogether, these changes significantly improve its utility.
    • Buff Aerial Confusion now grants a slight vertical boost after its first use, granting it recovery potential.
    • Change Confusion's visual effects have changed. It now appears as a violet translucent ripple, instead of a white sparkle. Compared to the previous animation, it is almost identical to the animation Confusion used in Generations V and VI.
    • Bug fix Due to reflectors no longer cause the user to stun when they break, the Soul Breaker glitch is no longer possible to perform.
    • Bug fix Mewtwo now stops falling when trapping an opponent, preventing opponents from being pulled trough thin, hard platforms.
    • Change Mewtwo is now silent when using Confusion.
  • Teleport:
    • Change Teleport grants a small amount of forward and/or backward momentum, but it plays out its momentum-based ending lag even if Mewtwo reappears on the ground. This slightly improves its recovery potential, but makes it slightly more punishable.
    • Change Teleport has slightly increased start-up lag. This slightly improves its maneuverability, but makes it slightly more punishable.
    • Nerf Teleport has decreased intangibility frames (frames 8-17 → 9-17).
  • Disable:
    • Nerf Disable has increased start-up (frame 15 → 16) and ending lag (FAF 40 → 48). Additionally, it no longer affects a stunned opponent, instead of weakly launching them. Lastly, it now weakly launches an aerial opponent, instead of tumbling them.
    • Buff Disable's stun effect has a longer duration.
    • Buff Disable has an altered animation; Mewtwo assumes a lower stance before shooting out the flash from its eyes. This lowers its eye level and allows the move to hit opponents below it.
    • Change Disable's animation and visual effects have slightly changed. Mewtwo now slightly tilts its head, instead of looking straight ahead. Its eyes also now turn green, instead of yellow.
    • Change Mewtwo is now silent when using Disable.
  • Psystrike:
    • Change Mewtwo now has a Final Smash, Psystrike. Mewtwo undergoes Mega Evolution to become Mega Mewtwo Y and then immediately uses Psystrike, its signature move in the Pokémon games. Psystrike is a powerful sphere of psychic energy that can pass through walls and will powerfully launch any opponents it hits.

Update history[edit]

Mewtwo has been buffed significantly via game updates. Some of its attacks have had their damage outputs increased, their lag decreased, and their hitboxes' sizes and durations increased, all of which improve its offense. Additionally, update 1.1.3 made Mewtwo considerably faster by increasing its walking and dashing speeds, which grant it a much more consistent offensive presence alongside its typically defensive presence. Mewtwo's dashing speed was increased even further in update 1.1.5, now being slightly faster than Sheik's. Said update also slightly increased Mewtwo's weight, which slightly improved its endurance.

Mewtwo also slightly benefits from the changes to shield mechanics brought about by updates 1.1.0 and 1.1.1: the universal increase to shieldstun allows Shadow Ball, some of its sweetspotted attacks and Confusion-reflected projectiles (such as Timber's tree, a fully charged Charge Shot or a fully charged Shadow Ball) to heavily damage a shield. Due to these aforementioned changes, Mewtwo is considered much more viable than it was upon its return to the series.

Super Smash Bros. 4 1.0.7

  • Bug fix Fixed a major issue that causes the game to erroneously interpret Global Smash Power as invalid data and prevents it to connect to the internet after being played in the following game modes: Classic, All-Star, Stadium, Trophy Rush, and 3DS exclusive mode Smash Run.
  • Bug fix The glitch that allowed access to Mewtwo's broken custom moves has been fixed.

Super Smash Bros. 4 1.0.8

  • Nerf Up smash's first hit has a smaller hitbox (6.2u → 3u).
  • Buff Neutral aerial has less landing lag (19 frames → 16).

Super Smash Bros. 4 1.1.0

  • Buff Air dodge's animation slightly changed. If Mewtwo air dodges while holding an item, the item will disappear as well, improving its mindgame potential. However, this can be mitigated if Mewtwo's name tag is visible, or Super Smash Bros. for Nintendo 3DSwhile the bottom screen's marker is placed on it.
  • Nerf Up angled forward tilt has a shorter duration (frames 10-12 → 10-11), now matching the other angles.
  • Buff Down smash has more knockback scaling (112 → 118), improving its KO potential.
  • Buff Forward throw deals 2.5% more damage (1.5% (Shadow balls)/10.5% (total) → 2%/13%).

Super Smash Bros. 4 1.1.3

  • Buff Mewtwo walk speed: 1.0 → 1.2.
  • Buff Mewtwo dash speed: 1.696 → 1.9
  • Buff Mewtwo's air speed is faster: 1.15 → 1.25.
  • Buff Forward smash sourspot damage: 15% → 16%.
  • Buff Forward smash hitbox size: 2.0 → 3.0.
  • Buff Neutral air landing lag: 16 → 13.
  • Buff Forward air startup: 7 frames → 6.
  • Buff Forward air landing lag: 18 → 14.
  • Buff Back air x-axis offset: 5.1 → 5.5.
  • Buff Back air landing lag: 21 → 17.
  • Buff Up air damage: 9% → 10%.
  • Buff Up air landing lag: 16 → 13.
  • Buff Down air hitbox duration: 2 frames → 4.
  • Buff Down air landing lag: 22 → 18.
  • Change Down throw angle: 69° → 74°.
  • Buff Shadow Ball is slightly increased in size.
  • Change Shadow Ball deals less recoil.

Technical changelist 1.1.3

Change Old value New value
Walking speed 1.0 1.2
Dashing speed 1.696 1.9
Forward smash hitbox 2u 3u
Sourspotted forward smash damage 15% 16%
Neutral & up/forward/back/down aerial landing lag 16/18/21/22 13/14/17/18
Forward aerial start-up 7 frames 6
Back aerial x-axis offset 5.1 5.5
Up aerial damage 7.5% (far)/ 9% (mid) 9%/10%
Up aerial hitboxes' size 4.7u (hitbox 0)/ 3.9u (hitbox 1)/ 3.1u (hitbox 2) 5u/4.5u/4u
Up aerial knockback 0 (base)/100 (growth) 40/97
Down aerial hitbox duration 2 frames 4
Down throw angle 69° 74°


Super Smash Bros. 4 1.1.5

  • Buff Mewtwo is slightly heavier: 72 → 74.
  • Buff Mewtwo dashes faster (1.9 → 2.05), now being slightly faster than Sheik.
  • Buff Up smash ending lag decreased by five frames.
  • Buff Neutral aerial's multi-hits hitboxes are larger: 2.3u → 3u.


Moveset[edit]

For a gallery of Mewtwo's hitboxes, see here.

  Name Damage Description
Neutral attack Dark Flash (ダークフラッシュ) / Dark Flame (ダークフレイム) / Dark Finish (ダークフィニッシュ) 4% 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 be jab canceled, with notable follow-ups including itself, up tilt, down tilt, a grab, forward smash, and forward aerial.
1% (loop), 2% (last)
Forward tilt Tail Whip (テイルウィップ) 10% (near), 9% (mid), 8% (far) Swings its tail forward. It is Mewtwo's strongest tilt attack, has good range and can be angled, all of which make it useful for spacing beginning at 40%. It can also be a situational, albeit rather unsuitable KO option at around 140% near the edge against middleweights.
Up tilt Quick Wiper (クイックワイパー) 6% (nearest), 5% (near), 4% (far), 3% (farthest), 4.5% (farthest hitbox to opponents in front of Mewtwo) Telekinetically backflips to swing its tail in an overhead arcing motion. Its near hitboxes' launching angles allows them to combo into themselves, an up smash, a back aerial, or an up aerial from 0% to low percentages. They can also be used for juggling beginning at medium percentages. In comparison, its far hitboxes can be used for spacing. It has overall long range, as it can hit opponents near Mewtwo's back.
Down tilt Tail Sweep (アンダースラップ, Under Slap) 5% (near), 4.5% (mid), 4% (far) Crouches and spins around to swing its tail in front of itself. Due to it hitting on frame 6 and having very low ending lag, it is Mewtwo's fastest tilt, which allows it to function as a good out of shield option. It is also Mewtwo's best combo starter and, like up tilt, has hitboxes that launch at different angles. As a result, it can combo into up tilt, a dashing up smash, neutral aerial, forward aerial, and up aerial.
Dash attack Dark Torch (ダークトーチ) 10% (clean sweetspot), 9% (clean sourspot), 6% (late sweetspot), 4% (late sourspot) A lunging, dark energy-infused palm thrust. Its clean sweetspot deals above average knockback. Depending on the hitbox it hits with and the opponent's damage, it can combo into neutral, forward, and up aerial. Its disjointed hitbox grants it impressive range for a dash attack, which makes it a decent punishment option at certain distances, and potentially difficult for the opponent to punish from a proper distance.
Forward smash Shadow Blast (シャドーブラスト) 19% (blast), 16% (arms) 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 most damaging smash attack, as even its sourspot has respectable power. Due to it hitting on frame 19 and having 31 frames of ending lag, however, its is very punishable. Its sweetspot KOs middleweights at 95% while near the edge of Final Destination in the Super Smash Bros. for Nintendo 3DS, and at 86% in Super Smash Bros. for Wii U. In comparison, its sourspot KOs them at 101% while near the edge of Final Destination in the 3DS version, and at 91% in the Wii U version.
Up smash Galaxy Force (ギャラクシーフォース) 1% (hits 1-6), 10% (hit 7) Thrusts its arm upward to emit a swirling blast of dark energy. Due to it hitting on frame 9, it is quite fast for a smash attack, and has the lowest amount of start-up lag out of Mewtwo's smash attacks. It hits multiple times, which makes it a useful anti-air attack. However, its 33 frames of ending lag is the highest amount of out Mewtwo's smashes, which in turn makes it punishable. It can also miss small opponents, or opponents with very low crouches. Its last hit KOs aerial middleweights at 104% from anywhere on Final Destination in the 3DS version, and at 96% in the Wii U version.
Down smash Shadow Bomb (シャドーボム) 15% 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, but it is powerful nonetheless, and has the highest knockback scaling out of Mewtwo's entire moveset. It has 22 frames of ending lag, which is the lowest amount out of its smash attacks, and can be interrupted rather early. As its power grants it safety against shields, it is useful for hard punishes and can be spammed rather safely. Due to it hitting on frame 21, however, it has the highest amount of start-up lag out of Mewtwo's smashes. It KOs middleweights at 103% while near the edge of Final Destination in the 3DS version, and at 93% in the Wii U version.
Neutral aerial Body Spark (ボディスパーク) 1% (hits 1-8), 4% (hit 9) Discharges electricity around itself. Its hitboxes are positioned at Mewtwo's hands and feet and keep the opponent trapped, whereas its last hitbox launches them. As a result, it is very useful for disrupting opponents, as Mewtwo has full control over its aerial movement even while using the move, allowing it to weave in and out to prevent approaches. However, it no longer has a landing hitbox like in Melee, which means that opponents can end up close to Mewtwo if the move ends early.
Forward aerial Shadow Scratch (シャドースクラッチ) 13% A dark energy-infused swipe. Due to it hitting on frame 6, it has the lowest amount of start-up lag out of Mewtwo's aerial attacks. When coupled with its respectable damage output and high knockback scaling, it is one of Mewtwo's most viable KOing options. It also boasts combo potential at low percentages, as it can also combo into itself, or be used as a follow-up from down tilt or neutral aerial. It KOs middleweights at 117% while near the edge of Final Destination in the 3DS version, and at 107% in the Wii U version. Despite its aforementioned dark energy visual effects, it has both darkness and slash effects.
Back aerial Air Tail (エアテイル) 13% (near), 11% (mid), 9% (far) Swings its tail in an upward arc. It has a very large range, which makes it a decent gimping option when timed properly. Due to it hitting on frame 13, however, it has the second highest amount of start-up lag out of Mewtwo's aerial attacks. Its 17 frames of of landing lag is also the second highest amount out of its aerials. Its near hitbox KOs middleweights at 138% while near the edge of Final Destination in the 3DS version, and at 126% in the Wii U version.
Up aerial Somersault Attack (サマーソルトアタック) 11% (near), 10% (mid), 9% (far) Backflips to swing its tail in an overhead arcing motion, similarly to its up tilt. Its 13 frames of landing lag is tied with neutral aerial's for the lowest amount out of Mewtwo's aerial attacks. Despite its appearance, it is unable to hit opponents next to Mewtwo. Its near hitbox KOs middleweights at 103% while near the upper blast line of Final Destination in the 3DS version, and at 95% in the Wii U version.
Down aerial Meteor Kick (メテオキック) 14% (grounded opponents, aerial sourspot), 15% (aerial sweetspot) Backflips to perform a dark energy-infused stomp. It is Mewtwo's most damaging aerial attack. When coupled with its high knockback scaling, it is strong enough to KO grounded middleweights at 135% from anywhere on Final Destination in the 3DS version, and at 126% in the Wii U version. It is also a powerful meteor smash when sweetspotted in the air. Due to it hitting on frame 15, however, it has the highest amount of start-up lag out of Mewtwo's aerials. Despite its aforementioned dark energy visuals appearing right where Mewtwo stomps, it does not have a darkness effect.
Grab Psychic (サイコキネシス, Psychokinesis) Telekinetically holds an opponent. Mewtwo's overall grab range is average.
Pummel Dark Shock (エレキショック, Electric Shock) 2% Electrocutes the opponent. A fairly fast pummel, however it is a little slower than other pummels of the same strength, making it somewhat weak overall. This is due to the move having the electric effect, but unlike Pikachu's pummel, it does not have a reduced hitlag multiplier to compensate for the bonus to hitlag from electric moves, and as such the pummel is slower than its frame data would suggest.
Forward throw Shadow Cannon (シャドーマシンガン, Shadow Machine Gun) 3% (hit 1), 2% (Shadow Balls) Telekinetically lifts the opponent diagonally in the air before firing five Shadow Balls at them. As of update 1.1.0, it is tied with Ganondorf and maximum Aura Lucario's forward throws as the most damaging forward throw in the game. However, the Shadow Balls can be reflected if the opponent wears a Franklin Badge, while other nearby opponents with reflectors and/or absorption moves can choose to intercept it.
Back throw Psycho Throw (サイコスロー) 10% Telekinetically throws the opponent backward. Despite having its damage output and knockback scaling lowered since Melee, it is one of the strongest back throws in the game. It KOs middleweights at 151% while near the edge of Final Destination in the 3DS version, and at 142% in the Wii U version.
Up throw Psychic Whirlwind (ワールスロー, Whirl Throw) 12% Telekinetically spins the opponent around itself before launching them upward. Although its overall knockback has lowered considerably since Melee, it is the second strongest up throw in the game, surpassed only by Charizard's up throw as of update 1.0.8. Unlike Charizard's up throw, however, Mewtwo's is much less susceptible to directional influence, thanks to it launching at 90°. It KOs middleweights at 142% from anywhere on Final Destination in the 3DS version, and at 131% in the Wii U version.
Down throw Tail Beat (テイルビート) 4% (hit 1), 5% (throw) Telekinetically slams the opponent to the ground, and then somersaults in order to strike them with its tail. It has low knockback and somewhat high ending lag. As a result, it cannot properly combo into most of its moves, though it can be used to punish an opponent's reaction.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Telekinetically spins around to swing its tail before getting up.
Floor attack (back)
Floor getups (back)
  7% Telekinetically spins around to swing its tail before getting up.
Floor attack (trip)
Floor getups (trip)
  5% Performs a dark energy-infused swipe behind itself and then in front of itself while getting up.
Edge attack
Edge getups
  7% Swings its tail in front of itself while climbing up.
Neutral special Shadow Ball 2.5% (uncharged), 25% (fully charged) Cups its hands to its side and creates a large, blackish violet sphere of dark energy between its hands, then thrusts its hands forward to launch the sphere. It can be fired immediately, which, when coupled with its erratic movement pattern, allows it to function as a pressuring option like Fireball. Conversely, it can be charge-canceled. While its charging time is quite long, a fully charged Shadow Ball is a viable KOing option, as it KOs middleweights at 91% while near the edge of Final Destination in the 3DS version, and at 82% in the Wii U version. A fully charged Shadow Ball also deals considerable shield damage and possesses transcendent priority, though it cannot break one with full health and can still cancel out certain projectiles. A fully charged Shadow Ball also deals recoil upon being fired; as a result, using it in midair will moderately propel Mewtwo backward, which can help or hinder its recovery.
Side special Confusion 1.15% (hits 1-7), 1% (throw), 1.4× (reflected projectiles) Swipes forward to emit a ripple of psychic energy from its hand. It has impressive utility, thanks to it functioning as a reflector, a command grab, and even a recovery option. As a grab, the ripple spins opponents around and leaves them tumbling downward, dropping them in front of Mewtwo and allows it to follow-up with other attacks. As a recovery option, its first use in midair gives Mewtwo a slight vertical boost.
Up special Teleport Teleports to a different location. It is completely invulnerable during the move. It has less ending lag if Mewtwo Teleports directly back onto the ground, and it grants Mewtwo some horizontal momentum if ended in midair.
Down special Disable 1% Kneels on one knee and emits a minuscule spark of psychic energy from its eyes toward the opponent, stunning them. It only works if the opponent is facing Mewtwo and making eye contact with it. If the opponent is in the air, they are slightly launched backward with set knockback, instead of being stunned. Useful at high percentages to guarantee a KO, but difficult to land. Due to being a projectile, Disable can also be reflected.
Final Smash Psystrike 30% Mega Evolves into Mega Mewtwo Y and performs Psystrike, its signature move in the Pokémon games. Psystrike is a powerful sphere of psychic energy that plows through both opponents and walls, and any opponent caught will be stunned before being launched by an intense, mind-shattering blow. It KOs middleweights at 38% while near the edge of Final Destination in the 3DS version.

Stats[edit]

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 74 1.4 – Initial dash
2.05 – Run
1.2 0.04 0.016 1.25 0.02 – Base
0.05 – Additional
0.082 1.5 – Base
2.4Fast-fall
5 31.110001 - Base
17.5 - Short hop
58.542999

Announcer call[edit]

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The editor who added this tag suggests: Needs announcer calls from other languages.
If you have a good audio file for this article, upload it here.

On-screen appearance[edit]

  • Emerges from a large mass of dark energy and then descends onto the ground.
MewtwoOnScreenAppearanceSSB4.gif

Taunts[edit]

  • Up taunt: Closes its eyes and 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.
  • Side taunt: Surrounds itself in a flame-like aura of dark energy, similarly to Lucario's up taunt.
  • Down taunt: Mewtwo's eyes shine briefly before it turns to face the screen. While facing the screen, it thrusts its arm forward to emit a small spark of dark energy.
Up taunt Side taunt Down taunt
MewtwoUpTauntSSB4.gif MewtwoSideTauntSSB4.gif MewtwoDownTauntSSB4.gif

Idle poses[edit]

  • Motions toward itself with its arm further from the screen.
  • Draws its arms towards itself and strikes a pose.
MewtwoIdlePose2SSB4.jpg MewtwoIdlePose1SSB4.jpg

Crowd cheer[edit]

English Japanese
Cheer
Description Mewwwww-two! Myuuuuu-tsu!
Pitch Group chant Group chant

Victory poses[edit]

An orchestral excerpt of the title theme from Pokémon Red, Blue and Green Versions, which has since become the main theme of the Pokémon series.
  • Turns its back to the screen and looks back over its shoulder, saying "Hmm..." In the Japanese version, it says "私はなぜここにいるのか...?" ("Why am I here?")
  • Thrusts its hand forward, emits dark energy from its body, and growls. In the Japanese version, it says "私はまけるわけにはいかない!" ("I can not lose!")
  • Spins once and then poses while laughing ominously and emitting a flame-like aura of dark energy around itself. In the Japanese version, it says "愚かな!" ("Foolish!")
MewtwoPose1WiiU.gif MewtwoPose2WiiU.gif MewtwoPose3WiiU.gif

In competitive play[edit]

Most historically significant players[edit]

See also: Category:Mewtwo players (SSB4)

Tier placement and history[edit]

Mewtwo's return to the series was initially met positively, as players had soon noticed its increased mobility, power and range, which in turn led to it being perceived as a mid-tier character. However, players also lamented the nerfs to Mewtwo's already poor endurance. When coupled with other issues that became more prominent over the time, players gradually started to agree that Mewtwo's improved offense was not sufficient enough to compensate, in a case similar to Ike. While these drawbacks saw Mewtwo's perception plummet, some players insisted that Mewtwo was underrated and that critics were too focused on its frailty to see its positive traits. As time went on, Mewtwo received buffs via game updates, most notably to its mobility and aerials. These improvements led it to be ranked 37th on the first tier list, which established it as a low-tier character like in Melee.

After Mewtwo's dashing speed was further increased in update 1.1.5, players such as Abadango, Rich Brown and WaDi began placing higher with it in tournaments, and showed that its powerful offensive potential now outweighed its defensive shortcomings. This resulted in a drastic improvement in Mewtwo's perception within the community, which was reflected in it being ranked 10th on the second tier list. This new ranking was notable for not only reassessing it as a top-tier character but for also being the largest tier rise between the first and second tier lists. Mewtwo's continued success led to it being ranked 9th on the third tier list, which reaffirmed its status as a top-tier character.

Despite WaDi achieving some very notable results, such as placing 5th at Super Smash Con 2017 and 2GGC: MkLeo Saga, Mewtwo's tournament presence has slightly waned since then, owing to players becoming more capable of exploiting its weaknesses. This was further compounded by its best player, Abadango, picking up Bayonetta as a co-main and using her more often. Due to its slightly worsened perception and results, Mewtwo has dropped to 10th on the fourth and current tier list. Some smashers, however, like ZeRo and ANTi believe that it should be ranked slightly higher.

Trophies[edit]

Mewtwo's fighter trophy is obtained by clearing Classic Mode as Mewtwo. Its alternate trophy is obtained by clearing All-Star Mode as Mewtwo in the 3DS version or booting up the game after downloading Mewtwo in the Wii U version. The Psystrike trophy is obtained only in the Wii U version by clearing All-Star Mode as Mewtwo. Mewtwo also has a non-fighter trophy as part of the base game that can be purchased in the Trophy Shop for 500G (or 10 Play Coins) in the 3DS version or 1500G in the Wii U version.

3DS Classic Mode trophy
Wii U Classic Mode trophy
Mewtwo
NTSCSuper Smash Bros. for Nintendo 3DS Mewtwo puts its psychic powers to great use in this game. Not only does it have floaty jumps, but its telekinesis gives its attacks extra reach and its throws added power. However, its light body makes it easy to launch, so if you're willing to take the risk of getting in close, it might just be worth it!
NTSCSuper Smash Bros. for Wii U Mewtwo puts its psychic powers to great use in this game. Not only does it have floaty jumps, but its telekinesis gives its attacks extra reach and its throws added power. However, its light body makes it easy to launch, so if you're willing to risk getting in close, it might just be worth it!
Game Boy: Pokémon Red & Pokémon Blue (09/1998)
3DS: Pokémon X & Pokémon Y (10/2013)
PAL Mewtwo puts its psychic powers to great use in this game. Not only can it float in midair, but its telekinesis gives its attacks extra reach and its throws added power. However, its light body makes it easy to launch, so if you're willing to take the risk of getting in close, it might just be worth it!
Game Boy: Pokémon Red/Blue (10/1999)
3DS: Pokémon X/Y (10/2013)
3DS All-Star Mode trophy
Wii U alternate trophy
Mewtwo (Alt.)
NTSCSuper Smash Bros. for Nintendo 3DS Mewtwo's Confusion side special not only lets you repel projectiles—it also reflects the damage back on your opponent. Its down special, Disable, stuns an enemy for longer the higher its damage is. As it works by having Mewtwo glare at its foe, this only works if they make eye contact.
NTSCSuper Smash Bros. for Wii U Mewtwo's Confusion side special not only repels projectiles—it also reflects the damage back on your opponent. Its down special, Disable, stuns an enemy for longer the higher its damage is. Disable only works on foes that are facing Mewtwo.
Game Boy: Pokémon Red & Pokémon Blue (09/1998)
3DS: Pokémon X & Pokémon Y (10/2013)
PAL Mewtwo's Confusion Side Special not only lets you repel projectiles, it also reflects the damage back on your opponent. Its Down Special, Disable, stuns an enemy for longer the higher its damage is. As it works by having Mewtwo glare at its foe, this only works if they make eye contact.
Game Boy: Pokémon Red/Blue (10/1999)
3DS: Pokémon X/Y (10/2013)
Psystrike trophy
Psystrike
NTSC Mewtwo's Final Smash starts as Mewtwo Mega Evolves into Mega Mewtwo Y. It then fires a huge psychic projectile that penetrates enemies and obstacles. This projectile doesn't do any damage, but it freezes every foe it hits in place. They can even be frozen midjump! Afterward, every foe hit with the projectile will take a powerful psychic hit to the head.
PAL Mewtwo's Final Smash starts as it Mega Evolves into Mega Mewtwo Y, then fires a huge psychic projectile that penetrates enemies and obstacles, but doesn't do any damage. It's only afterwards that every foe the projectile hit freezes in place and takes a powerful psychic hit to the head. They can even be frozen mid-jump!
3DS Mewtwo trophy
Wii U Mewtwo trophy
Mewtwo
NTSC Created from modified Mew DNA, Mewtwo was designed to be the ultimate Pokémon. It didn't take on any of Mew's kinder traits and only uses its intelligence to destroy its enemies. Or...so it seems. Perhaps it just feels frightened or even tormented, and that's why it lashes out. Whatever the reason, Mewtwo is not to be messed with.
Game Boy: Pokémon Red & Pokémon Blue (09/1998)
GB Advance: Pokémon FireRed & Pokémon LeafGreen (09/2004)
PAL Created from modified Mew DNA, Mewtwo was designed to be the ultimate Pokémon. It didn't take on any of Mew's kinder traits, and only uses its intelligence to destroy its enemies. Or...so it seems. Perhaps it just feels frightened or even tormented, and that's why it lashes out. Whatever the reason, Mewtwo is not to be messed with.
Game Boy: Pokémon Red/Blue (10/1999)
GB Advance: Pokémon FireRed/LeafGreen (10/2004)

Alternate costumes[edit]

Mewtwo Palette (SSB4).png
Mewtwo (SSB4) Mewtwo (SSB4) Mewtwo (SSB4) Mewtwo (SSB4) Mewtwo (SSB4) Mewtwo (SSB4) Mewtwo (SSB4) Mewtwo (SSB4)

Trailer[edit]

Gallery[edit]

Trivia[edit]

  • During development of the game, an appearance of Mewtwo's Mega Evolution was reportedly considered by Masahiro Sakurai.[6]
  • Mewtwo's artwork for this game resembles its artwork for Pokémon FireRed and LeafGreen Versions, although mirrored.
  • Mewtwo is the only playable Pokémon in Super Smash Bros. 4 to not readily appear in any capacity in Pokémon Sun and Moon. Instead, it must be transferred over via Pokémon Bank. Charizard and Greninja, while unobtainable under normal gameplay conditions, appear as a Ride Pokémon and a member of Red's team, and as a gift Pokémon from Pokémon Sun and Pokémon Moon Special Demo Version, respectively.
  • Mewtwo is the second of three Super Smash Bros. Melee characters to return to the series in SSB4 after being absent from Super Smash Bros. Brawl, succeeding Dr. Mario and preceding Roy.
    • However, there are scrapped files for all three of these characters in Brawl, suggesting that they were planned to make a reappearance there as well.
  • Mewtwo's pose in its official art for SSB4 is nearly identical to its pose in its official art for Melee.
  • As possible callbacks to Melee, Mewtwo has only one voice clip for when it is KO'd, and only the Japanese version of SSB4 features its victory quotes consisting of spoken dialogue.
  • Mewtwo folds its arms in numerous instances. It does so while using its up tilt, up taunt, or a Hammer; during its defeated/No Contest and screen KO's animations; and when it is asleep, teetering, or helpless.
  • Prior to update 1.0.7, it was possible to access glitched versions of Mewtwo's custom moves via a glitch involving shared Mii Fighters. Most of these crash the game, with the exception of both variations of Confusion, a non-functional version of Disable that renders Mewtwo helpless, and a version of Disable which zooms the camera in on Mewtwo and temporarily slows down time, all of which have limited functionality. It is unclear whether the glitch involved accessing custom moves that were incomplete, or data not intended for use of custom moves. One of the variations of Mewtwo's glitched custom Confusion is very similar to the soul breaker glitch. It is speculated that these were unfinished custom moves and that DLC characters were intended to have custom moves. While the glitch was removed by update 1.0.7, it was still possible to view replays containing these special moves prior to update 1.0.8.
  • Mewtwo is the only veteran DLC character with a new voice actor, and the only character in SSB4 to speak only in the Japanese version.
    • It is also one of the four playable characters in SSB4 to speak in Japanese in at least one version of the game but to never speak in English in any version of the game. The other three are Marth, Roy and Cloud.
  • Mewtwo is the first DLC character to have been downloadable for free. It is also the only DLC character who does not share equipment types with any other DLC character.
  • As of SSB4, Mewtwo is the only character whose falling speed has remained unchanged.
  • Mewtwo's non-fighter trophy model has very slightly different features from its playable character and fighter trophy's models. It has a slightly smaller head, slightly smaller eyes, a thicker and slightly longer tail, slightly smaller hands, a more vibrant shade of violet for its midsection, tail, and eyes, and its texture has a satin finish instead of a glossy finish. As a result, it resembles the Mewtwo from the first Pokémon movie, whereas Mewtwo's playable character and fighter trophy's models are virtually identical to its appearance in Pokédex 3D Pro.
  • Mewtwo and Lucario are the only playable Pokémon in SSB4 who do not emerge from a Poké Ball as part of their on-screen appearances.
  • Although Mewtwo's Final Smash involves Mega Evolution, it differs from Charizard and Lucario's in a few distinct ways. Mewtwo's is used for a single attack and renders it both invincible and stationary for its duration, whereas Charizard and Lucario's function as transformations that grant improved offense, mobility, and armor for their durations. Mewtwo's Final Smash is also referred to by its primary attack's name of Psystrike, instead of simply as "Mega Evolution".
  • In Mewtwo's reveal trailer, Ness is shown stalking Mewtwo while holding a Master Ball, as well as using a Genesect from a [Poké Ball] against it. This is a reference to standard Pokémon games, where the player character is often young and tasked with catching every Pokémon.
    • The Master Ball is many players' choice of Poké Ball against Legendary Pokémon, such as Mewtwo.
    • Additionally, EarthBound and Pokémon were both developed by Creatures Inc. (then known as Ape Inc.).
  • Despite being a veteran, Mewtwo was referred to as a "new fighter" when it was revealed to be DLC.
    • Additionally, while Lucas and Roy's trophy descriptions directly mention their return, Mewtwo's does not.

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