Super Smash Bros. Ultimate

Mewtwo (SSBU): Difference between revisions

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Lastly, Mewtwo has a versatile special moveset. Shadow Ball has many uses regardless of charge; it can stop approaches, has zoning potential, and is one of the strongest projectiles in the game when fully charged, being able to KO at realistic percentages. Confusion has multiple functions, as it can function as a command grab, a reflector, and even temporarily stall Mewtwo in the air, which can improve its recovery. Teleport grants intangibility and travels far with large horizontal momentum, which makes it a safe and versatile recovery option. The last of Mewtwo's special moves is Disable; as it grants intangibility on startup, it is very useful for punishing bad reactions and can secure KO confirms. However, it's risky to use otherwise because it has to be facing the opponent in order for it to work.
Lastly, Mewtwo has a versatile special moveset. Shadow Ball has many uses regardless of charge; it can stop approaches, has zoning potential, and is one of the strongest projectiles in the game when fully charged, being able to KO at realistic percentages. Confusion has multiple functions, as it can function as a command grab, a reflector, and even temporarily stall Mewtwo in the air, which can improve its recovery. Teleport grants intangibility and travels far with large horizontal momentum, which makes it a safe and versatile recovery option. The last of Mewtwo's special moves is Disable; as it grants intangibility on startup, it is very useful for punishing bad reactions and can secure KO confirms. However, it's risky to use otherwise because it has to be facing the opponent in order for it to work.


Despite Mewtwo's strengths, it has some noticeable weaknesses. One of which is its infamous fraility; Mewtwo's very light weight makes it easy to KO, while its tall frame, average falling speed and average gravity make it easier to combo compared to other characters of its weight class. Furthermore, Mewtwo lacks an effective aerial move to disrupt combos, and an attempt to Teleport out of a combo can be punished due to its noticeable ending lag and momentum.
Despite Mewtwo's strengths, it has some noticeable weaknesses. One of which is its infamous frailty; Mewtwo's very light weight makes it easy to KO, while its tall frame, average falling speed and average gravity make it easier to combo compared to other characters of its weight class. Furthermore, Mewtwo lacks an effective aerial move to disrupt combos, and an attempt to Teleport out of a combo can be punished due to its noticeable ending lag and momentum.


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.
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.

Revision as of 09:58, December 26, 2018

Current.png This page documents information about recently released content.
Information may change rapidly as it becomes available. All information in this article must be verifiable.
This article is about Mewtwo's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Mewtwo.
Mewtwo
in Super Smash Bros. Ultimate
Mewtwo SSBU.png
PokemonSymbol.svg
Universe Pokémon
Other playable appearances in Melee
in SSB4

Availability Unlockable
Final Smash Psystrike
Mewtwo (SSBU)
A Legendary Pokémon known for its technical moves. Use Confusion or Disable as a diversion, then land a Shadow Ball! For its Final Smash, Mewtwo transforms into Mega Mewtwo Y and fires a projectile that freezes and launches the opponent!
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Mewtwo (ミュウツー, Mewtwo) is a playable character in Super Smash Bros. Ultimate. It was confirmed on June 12th, 2018. Like in Melee, Mewtwo is once again an unlockable character. Mewtwo is classified as fighter #24.

Keiji Fujiwara reprises his role as Mewtwo in the game through reused voice clips from Smash 4.

How to unlock

Complete one of the following:

  • Play VS. matches, with Mewtwo being the 60th character to be unlocked.
  • Clear Classic Mode with Fox or any character in his unlock tree, being the eighth character unlocked after Wolf.
  • Have Mewtwo join the player's party in World of Light.

With the exception of the third method, Mewtwo must then be defeated on Spear Pillar.

Attributes

Much like its appearances in Melee and Smash 4, Mewtwo's attributes are notorious for being very polarizing, and only its falling speed and gravity are considered average. It has a tall hurtbox, but despite this, it is the 5th lightest character in the game, weighing only 77 units. However, its mobility is excellent, as it's tied for having the 17th fastest walking speed, the 8th fastest dashing speed, and the 3rd fastest air speed.

Like in its previous appearances as well, Mewtwo has a very potent air game. Its neutral aerial has a variety of uses; its very low ending lag gives it great combo potential into its other aerials, or Mewtwo can drag opponents down with it for grounded followups. Its forward and back aerials are very useful combo extenders and can KO at high percentages, with back aerial in particular covering a large area behind it. Up aerial, like back aerial, has large range, and is useful for juggling and has KO potential near the upper blast line. Lastly, its down aerial is a very powerful meteor smash when sweetspotted, and still has KO potential when sourspotted at high percents. However, it hits on frame 15, which makes it Mewtwo's slowest aerial when it comes to startup.

Another one of Mewtwo's primary strengths is its incredible grab game. While its grabs' speeds and ranges are only average, its throws are very versatile. Forward throw, when all of its hits connect, becomes one of the most damaging throws in the game, giving it damage racking potential and ability to refresh its stale moves. Its up and back throws are among the strongest of their kind and have better KO potential than in Smash 4. Lastly, its down throw is a useful combo starter at higher percentages, and can also be used to read an opponent's reaction and capitalize on it. Overall, both its air game and grab game give Mewtwo a variety of options to quickly rack up damage on its opponents.

In comparision to its air and grab games, Mewtwo's ground game is more powerful, albeit riskier. While overall strong, all but a few of its grounded moves have noticeable ending lag, therefore makes them unsafe if shielded, whiffed, or dodged. One of its best ground moves is its neutral attack; it's a versatile move for many reasons, as it can both jab cancel and jab lock, which allows Mewtwo to start combos more consistently. Its tilts also have their uses. Forward tilt is a good move for creating space at low-mid percentages, and can KO outright at high percentages near the ledge. Its up and down tilts are very reliable combo starters due to their long ranges and different hitboxes, each having varying angles and knockback. Lastly, its smash attacks have distinct perks as well; its forward smash is powerful and can be angled, but is very punishable due to having noticeable startup and ending lag. Its up smash has low startup despite its range and power, and it functions as a great anti-air attack due to having a large disjoint that covers above Mewtwo. However, it has the highest amount of ending lag out of its smash attacks, making it very punishable. Lastly, down smash only hits on one side, but it has very high knockback scaling and has very low ending lag.

Lastly, Mewtwo has a versatile special moveset. Shadow Ball has many uses regardless of charge; it can stop approaches, has zoning potential, and is one of the strongest projectiles in the game when fully charged, being able to KO at realistic percentages. Confusion has multiple functions, as it can function as a command grab, a reflector, and even temporarily stall Mewtwo in the air, which can improve its recovery. Teleport grants intangibility and travels far with large horizontal momentum, which makes it a safe and versatile recovery option. The last of Mewtwo's special moves is Disable; as it grants intangibility on startup, it is very useful for punishing bad reactions and can secure KO confirms. However, it's risky to use otherwise because it has to be facing the opponent in order for it to work.

Despite Mewtwo's strengths, it has some noticeable weaknesses. One of which is its infamous frailty; Mewtwo's very light weight makes it easy to KO, while its tall frame, average falling speed and average gravity make it easier to combo compared to other characters of its weight class. Furthermore, Mewtwo lacks an effective aerial move to disrupt combos, and an attempt to Teleport out of a combo can be punished due to its noticeable ending lag and momentum.

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.

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.

Changes from Super Smash Bros. 4

Mewtwo, similarly to Marth, has recieved only a few direct changes in the transition from Smash 4 to Ultimate. Many of its attacks seem to have better reach and/or hitbox placements, but at the cost of some of its other moves being weaker overall. However, Ultimate's engine seems to benefit Mewtwo very well, as the faster pace of the game has improved Mewtwo's already superb mobility, and the ability to dash cancel into any grounded move greatly alleviates the problems with its very low traction. The readdition to directional air dodges also seems to improve its air dodge's mindgame potential.

Aesthetics

  • Change Mewtwo has a more subdued color scheme and its body appears to have a glossy sheen. The end of its tail is also slightly larger.
  • Change All attacks that utilize darkness have more intense particle effects.
  • Change Mewtwo's idle pose has been altered; it now keeps one of its arms lifted.
  • Change Mewtwo's victory poses have been slightly altered:
    • The pose where Mewtwo laughs and floats has it float higher and look farther away from the screen.
    • The pose where Mewtwo thrusts its hand outward has an altered camera angle more towards its hand.
    • The pose where Mewtwo faces away from the screen has Mewtwo keep its eyes shut for slightly longer. [1]

Attributes

  • Buff Like all characters, Mewtwo's jumpsquat animation now takes 3 frames to complete (down from 5).
  • Buff Mewtwo runs faster (2.05 → 2.255).
    • Buff Mewtwo's initial dash is significantly faster (1.4 → 2.255).
  • Buff Mewtwo walks slightly faster (1.2 → 1.26).
  • Buff Mewtwo's air speed is higher (1.25 → 1.313).
  • Buff Mewtwo performs its double jump more quickly, improving its recovery and combo game.
  • Change Mewtwo's falling speed and fast falling speed are slightly faster (1.5 → 1.55) and (2.4 → 2.48) respectively. This improves its survivability but makes it more susceptible to combos.
  • Change Mewtwo is slightly heavier (74 → 77). This improves its survivability but makes it more susceptible to combos.

Ground Moves

  • Change Forward tilt has a new animation; Mewtwo spins horizontally to strike with its tail.
    • Buff Forward tilt has increased range.
    • Buff Forward tilt deals more knockback.
  • Buff Up tilt has improved hitboxes. It now properly connects with opponents behind Mewtwo.
    • Buff Up tilt has less endlag.
    • Change Up tilt has a slightly altered animation.
  • Nerf Down tilt has slightly more endlag.
  • Change Dash attack has an altered animation; Mewtwo lunges forward with one hand.
  • Buff Forward smash can now be angled.
  • Buff Up smash has increased range.

Aerial Attacks

  • Buff All aerials have less landing lag.
  • Change Neutral aerial has altered visuals; rather than emitting multicolored orbs, Mewtwo discharges electricity around itself while flashing with a blue overlay.
    • Nerf Neutral aerial hits fewer times and deals less damage.
  • Buff Forward aerial has increased range.
  • Buff Back aerial has improved hitboxes. It can now reliably hit grounded opponents during a short hop.
    • Nerf Back aerial deals less damage.
  • Change Up aerial has an altered animation; Mewtwo no longer faces the screen after finishing its tail sweep.
  • Buff Down aerial has increased range. It can now reliably hit grounded opponents after a full-hop.

Throws/other attacks

  • Change Pummel now has a darkness effect, instead of an electric effect.
  • Nerf Forward throw's Shadow Balls are smaller.
  • Buff Up throw deals slightly more knockback.
  • Buff Back throw launches opponents more horizontally and deals more damage.
    • Change Back throw has an altered animation; Mewtwo tosses the opponent over its shoulder nonchalantly.
  • Buff Down throw has better combo potential at mid-high percentages.

Special Moves

  • Shadow Ball:
    • Nerf Shadow Ball has a smaller hitbox when fully charged.
    • Nerf Shadow Ball deals less damage.
    • Buff Shadow Ball reaches its full charge more quickly.
  • Confusion:
    • Buff Confusion has increased horizontal range.
    • Nerf Confusion no longer corrects the opponent's position to the center of the ripple, which may leave them too far away to follow up with an attack.
    • Nerf Confusion halts Mewtwo's horizontal momentum in the air, removing most of its recovery potential.
  • Teleport:
    • Change Teleport has a darker, more distinct visual effect when Mewtwo disappears and reappears.
  • Disable:
    • Buff Disable can now be reversed.
    • Buff Disable has more vertical range. Despite Mewtwo's posture being elevated during its new animation, it can still hit smaller characters below its eye level.
    • Buff Disable now briefly grants intangibility on startup.
    • Change Disable has an altered animation; Mewtwo spreads its arms out without leaning forwards. The particle effect has also been changed to become a green flash of light that travels outwards at eye level, making its hitbox clearer.
  • Psystrike:
    • Change Mewtwo's Final Smash, Psystrike, has modified visual effects. The projectile is now colored purple and white throughout the orb instead of purple at the edge and black/yellow/blue in the center. The center of the orb resembles a burst of energy instead of a vortex, and the move also causes more intense visual effects when it hits an opponent.
    • Buff Psystrike deals more damage. (30% → 40%)

Classic Mode: Psychic Control

Each round, through its psychic powers, Mewtwo controls previous opponents to use as teammates in future rounds; these teammates typically represent characters that have been possessed in their home series. Each round uses a track taken from the universe fought in the previous round.

Round Opponent Stage Music Notes
1 Ness and Lucas Fourside Fourside (Melee)
2 Cloud Midgar Snowman Lucas in his Masked Man costume is a CPU ally.
3 Ryu and Ken Suzaku Castle Fight On! Cloud in his Advent Children costume is a CPU ally.
4 Richter Dracula's Castle Vega Stage Ken in his black costume is a CPU ally.
5 Palutena and Pit Skyworld Lament of Innocence Richter in his black costume is a CPU ally.
6 Pikachu, Pichu, Jigglypuff, and Lucario Kalos Pokémon League Destroyed Skyworld Pit in his black costume is a CPU ally.
Bonus Stage
Final Master Hand and Crazy Hand Final Destination Battle! (Lorekeeper Zinnia) Pikachu with Red's hat is a CPU ally.

Role in World of Light

Mewtwo was among the fighters that were summoned to fight the army of Master Hands.

Mewtwo was present when Galeem unleashed his beams of light. Mewtwo and Zelda attempted to reflect the beams using Confusion and Nayru's Love respectively; this effort failed, with both being vaporized and placed under Galeem's imprisonment, along with the rest of the fighters (excluding Kirby).

Mewtwo was one of the many fighters that fell under Dharkon's control upon Galeem's first defeat, it can be found in the Mysterious Dimension. Its location will be accessed during the quiz segment asking which spirit cannot be inhaled by Kirby (the answer being Whispy Woods).

Alternate costumes

Alternate costume (SSBU)
Mewtwo (SSBU) Mewtwo (SSBU) Mewtwo (SSBU) Mewtwo (SSBU) Mewtwo (SSBU) Mewtwo (SSBU) Mewtwo (SSBU) Mewtwo (SSBU)

Gallery

Character Showcase Video

<youtube>BcCpZHVIv9Q</youtube>

Trivia

  • Mewtwo's artwork for Ultimate resembles its artwork for Pokémon FireRed/LeafGreen, albeit with its hands and legs posed slightly differently.
  • Mewtwo was confirmed to be a playable character in Ultimate before Pikachu, making this the first time Pikachu was not the first Pokémon to be announced as part of the roster.
  • Mewtwo is the only DLC veteran who was playable in the E3 demo.
  • Mewtwo was the last non-DLC character added to the Super Smash Bros. Blog.
    • However, due to Mr. Game & Watch's blog page only being available on the Asian websites until December 7, Mr. Game & Watch was the last character added to the blog on non-Asian websites.