Super Smash Bros. 4

Mewtwo (SSB4): Difference between revisions

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[[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 lead into 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 when to unleash an 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 either start any manner of combos or simply finish them off if they are sufficiently damaged 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.  
[[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 lead into 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 when to unleash an 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 either start any manner of combos or simply finish them off if they are sufficiently damaged 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 general, Mewtwo's playstyle is very similar to {{SSB4|Palutena}}'s, but with even higher risk and higher reward; like Palutena, Mewtwo must use defensive maneuvers to keep the foe from getting in and gaining the advantage at all costs, being cursed with an even taller frame and lighter weight than her. However, rather than being forced into [[turtling]] as Palutena is, Mewtwo has a more powerful and reliable projectile as well as slightly better overall power and frame data, which give it more offensive prowess. Ultimately, this classifies Mewtwo as a "high risk/high reward" character similar 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. 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.
In general, Mewtwo's playstyle is very similar to {{SSB4|Palutena}}'s with her default moveset, but with even higher risk and higher reward; like Palutena, Mewtwo must use defensive maneuvers to keep the foe from getting in and gaining the advantage at all costs, being cursed with an even taller frame and lighter weight than her. However, rather than being forced into [[turtling]] as Palutena is, Mewtwo has a more powerful and reliable projectile as well as slightly better overall power and frame data, which give it more offensive prowess. Ultimately, this classifies Mewtwo as a "high risk/high reward" character similar 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. 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.


==Changes from ''Melee''==
==Changes from ''Melee''==

Revision as of 15:11, November 24, 2015

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 appearance in Melee


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

Mewtwo (ミュウツー, Mewtwo) is a playable character in Super Smash Bros. 4 as the first 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 Dr. Mario and preceding 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.[1]

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 by those from Melee.

Attributes

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 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 mindgames, 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 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 lead into 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 when to unleash an 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 either start any manner of combos or simply finish them off if they are sufficiently damaged 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 general, Mewtwo's playstyle is very similar to Palutena's with her default moveset, but with even higher risk and higher reward; like Palutena, Mewtwo must use defensive maneuvers to keep the foe from getting in and gaining the advantage at all costs, being cursed with an even taller frame and lighter weight than her. However, rather than being forced into turtling as Palutena is, Mewtwo has a more powerful and reliable projectile as well as slightly better overall power and frame data, which give it more offensive prowess. Ultimately, this classifies Mewtwo as a "high risk/high reward" character similar to 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. 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.

Changes from Melee

Mewtwo has received a mix of buffs and nerfs in the transition from Melee to SSB4. Although Mewtwo's buffs are significant, Disable and Confusion in particular, it retains its major flaws from Melee, which has resulted in it being nerfed overall, despite being a very low-tier character in that game. Its combo game, approach, and survivability were all toned down, with its buffs, notable as they are, failing to properly compensate. Despite this, it is unclear whether Mewtwo, as a character, is better than in Melee or not, similarly to how Yoshi was nerfed in Brawl.

One of Mewtwo's biggest nerfs in this transition is a large decrease to its already low weight (now being a mere four units heavier than 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 of Mewtwo's attacks also have slightly more start-up. The loss of wavedashing also harms Mewtwo, as it aided its combo game and approach in Melee. The removal of double jump cancelling is a double-edged sword. Although it improves Mewtwo's recovery, it also weakens its combo game. Its throw-oriented combo game has been toned down significantly from Melee; one example is that down throw now has slightly more ending lag, making it even more difficult for Mewtwo to set up combos, and thus making Mewtwo one of the only characters with a down throw 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.

Despite these nerfs to Mewtwo's positive traits and especially its flaws, it did receive a number of significant buffs in other areas; for instance, its aerials are better (its down air being the most heavily buffed in the game in terms of power) 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, improving its previously poor KO ability. Mewtwo can also dash faster than in Melee, which helps its ground game. Also, Mewtwo retains a very powerful up throw and a forward throw that can both deal respectable damage and help refresh many moves affected by stale-move negation. The removal of directional air dodging and heavy landing lag with an air dodge is also a significant buff to its Shadow Ball, which can be used to trap landings much more easily than in Melee. Finally, its new wall jump improves its recovery options.

Overall, Mewtwo has been rebalanced so that its moveset is generally more solid than in Melee, but its survivability, approach and combo options have been nerfed due to its lighter weight and the changes in mechanics from Melee to SSB4. Additionally, in a custom moveset environment, Mewtwo does not receive any benefits, as it lacks custom moves due to its status as a downloadable character. As such, Mewtwo's weaknesses exceed its strengths, and it is widely considered the worst out of the four DLC characters so far, with a high learning curve and a risky playstyle that does not provide it with any overwhelming strengths. However, like King Dedede, Mewtwo's overall viability is debatable, with opinions varying by region. In the western scene, Mewtwo is regarded poorly and is considered by many to be one of the worst characters in the game (or even the worst) due to its most serious flaws from Melee being worsened, with some players claiming that it is even less viable than in that game; additionally, it has a very weak tournament presence, such as being completely absent from EVO 2015. On the other hand, Japanese players favor Mewtwo more highly, as evident with several professional players using it as a secondary and achieving success with Mewtwo by using a more defensive playstyle, occasionally using it as a counterpick against projectile-heavy characters such as Villager.

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 the design used for its initial trophy.
  • Change Like many characters, Mewtwo's front side faces the screen regardless of which direction it is looking.
  • Change Mewtwo is less vocal overall, as it no longer uses a sound effect when using Confusion, Disable and battering items.

Attributes

  • Buff Mewtwo dashes faster (1.4 → 1.696).
  • Nerf Mewtwo's weight has decreased (85 → 72), resulting in it becoming the second lightest character in the game.
  • Nerf Mewtwo's air speed is slower (1.2 → 1.15).
  • Nerf Mewtwo is slightly taller, making it surprisingly easy to hit and combo despite its floatiness.
  • Buff Mewtwo crouches lower.
  • Change The removal of double jump cancelling 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.
  • Nerf The removal of wavedashing and moonwalking significantly hinders Mewtwo's approach.
  • Nerf Mewtwo's approach is also harmed by the weakening of dash-dancing.
  • Buff Mewtwo can now wall jump.
  • Buff Mewtwo's techs' animations are more traditional, making it harder to be tech-chased.
  • Nerf Several of Mewtwo's attack hitboxes do not match their attack trails.
  • Change Item swings have different animations and dash swings no longer have a multiple hit behavior.

Ground attacks

  • Nerf Neutral attack's first and loop hits deal less damage (6% → 4% (first hit), 2% → 1% (loop)).
  • Change Neutral infinite's animation has been slightly changed. Mewtwo now moves its body and attacking arm slightly.
  • Buff Neutral infinite has a finisher.
  • Buff Neutral attack comes out 2 frames sooner (frame 8 → 6).
  • Change Dash attack's animation has slightly changed.
  • Nerf Dash attack's late hit's lingering time is 9 frames shorter.
  • Nerf Forward tilt comes out 2 frames later (frame 8 → 10). Angled forward tilt lasts 1 frame shorter.
  • Nerf Down tilt deals less damage (9% → 5% (near), 5% → 4% (far)).
  • Nerf Down tilt comes out 1 frame later (frame 5 → 6). It also lasts 1 frame shorter.
  • Nerf Up tilt comes out 2 frames later (frame 6 → 8).
  • Nerf Sweetspotted forward smash deals 1% less damage (20% → 19%).
  • Buff Sourspotted forward smash deals 3% more damage (12% → 15%).
  • Buff Sweetspotted and sourspotted forward smash has increased knockback and the former is easier to land than the latter. It also lasts 1 frame longer.
  • Nerf Forward smash has slightly decreased range. It also comes out 1 frame later (frame 18 → 19).
  • Change Forward smash's start-up animation has slightly changed. Mewtwo now rears back with its side as opposed to bringing both hands back.
  • 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 also connect together better.
  • Nerf Up smash's initial hitbox is significantly smaller, making it harder to land, especially on grounded opponents.
  • Buff Down smash has increased knockback growth (112 → 118).
  • Nerf Down smash comes out 1 frame later (frame 20 → 21).

Aerial attacks

  • Buff All aerials have decreased landing lag.
  • Nerf Due to losing a hitbox when landing in the middle of its animation, neutral aerial deals 4% less damage (24% → 20%).
  • Buff Neutral aerial has increased knockback and its first 7 hits connect better.
  • Nerf Neutral aerial comes out 2 frames later (frame 5 → 7).
  • Change Neutral aerial's animation has slightly changed. The electricity now flashes green, yellow, blue, cyan and purple at varying intervals instead of consistently flashing mauve and cyan.
  • Buff Near up aerial deals 1% more damage (10% → 11%).
  • Nerf Mid and far up aerial deals less damage (11% → 9% (mid), 14% → 7% (far)).
  • Change Up aerial's sweetspot is now placed near Mewtwo's body as opposed to the tip of its tail.
  • Buff Up aerial lasts 1 frame longer. It also has better combo potential than it did in Melee.
  • Nerf Up aerial comes out 1 frame later (frame 9 → 10).
  • Nerf Forward aerial deals 1% less damage (14% → 13%).
  • Nerf Forward aerial comes out 1 frame later (frame 6 → 7) and lasts 1 frame shorter.
  • Change Forward aerial's launch angle is more diagonal, which allows it to string into each other in another way. It also has horizontal KO power as opposed to vertical KO power.
  • Change Forward aerial's animation has slightly changed. Mewtwo now swipes in a scooping motion instead of turning its body inward towards its swiping direction.
  • Buff Forward aerial has increased horizontal range and increased knockback.
  • Nerf Back aerial comes out 1 frame later (frame 12 → 13).
  • Nerf Aerial sweetspotted down aerial deals 1% less damage (16% → 15%).
  • Buff Down aerial has received arguably the greatest overall strength increase for a down aerial. It is now able to KO grounded opponents at around 134% when sweetspotted and its meteor smash is much stronger. As a result, it is considered one of the best down aerials and meteor smashes in the game.
  • Buff Down aerial comes out 3 frames faster (18 frames → 15) and it has increased vertical range.
  • Change Down aerial's animation has slightly changed. Mewtwo now thrusts its leading foot downward in a more pronounced stomping motion and exudes more darkness visual effects.

Throws/other attacks

  • Nerf Grab range has decreased.
  • Nerf Dash grab comes out 1 frame later (frame 8 → 9).
  • Nerf Pummel deals 1% less damage (3% → 2%).
  • Buff Pummel is faster.
  • Buff Forward throw's Shadow Balls are larger and pass through the thrown opponent, generally making them more reliable.
  • Nerf Forward throw's Shadow Balls do not travel as far as they did in Melee.
  • Change Forward throw's animation has been changed. Mewtwo now levitates and has a single leg planted down during the throw.
  • Nerf Back and down throws deal less damage (11% → 10% (back), 11% → 9% (down)).
  • Change Back throw has a new animation. Mewtwo now throws an opponent backwards in a backhanded motion without looking back. Mewtwo also levitates while using it.
  • Nerf Mewtwo can no longer chain grab with its up or down throws.
  • Nerf Up throw is weaker, KOing 20-30% later. Despite this, it is still one of the strongest up throws in the game.
  • Nerf Up throw has slightly increased lag, making it more punishable at low percents.
  • Buff Down throw is slightly faster.
  • Nerf Down throw has slightly increased ending lag, limiting its combo potential and set-ups, and now requiring hard reads. As a result, it is considered one of the worst down throws in the game.
  • Change Down throw's animation has been slightly changed. Mewtwo now does a front flip instead of a full body spin.

Special moves

  • Buff Fully charged Shadow Ball is much stronger and has increased range.
  • Nerf Shadow Ball's charging time has increased and it no longer has a hitbox while charging.
  • Change Shadow Ball's movement pattern is slightly less erratic. While this increases its accuracy, its trajectory is more predictable.
  • Change Shadow Ball pushes Mewtwo back even further when fully charged, especially in midair. While it improves Mewtwo's defensive options and recovery if used correctly, it can also increase the risk of it accidentally self-destructing while off-stage.
  • Change Darkness emanates from both of Mewtwo's hands instead of just one while saving a fully charged Shadow Ball.
  • Nerf Confusion deals ≈0.9505% less damage (10% → ≈9.0495%).
  • Buff Confusion now behaves like a traditional reflector, as it changes reflected projectiles to Mewtwo's ownership and it has a damage multiplier (1.4x).
  • Buff Aerial Confusion gives Mewtwo a slight vertical boost after its first use, which slightly improves Mewtwo's vertical recovery.
  • Change Confusion now consists of eight small hits instead of one large hit.
  • Change Confusion's animation has changed. It is now depicted as a ripple of psychic energy rather than a flash of energy, which makes it very closely resemble the animation it has used since Pokémon Black and White.
  • Buff Teleport provides Mewtwo with a small amount of forward and/or backward momentum.
  • Nerf Teleport plays out its momentum-granting endlag even if Mewtwo re-appears on the ground, leaving it open for half a second.
  • Change Teleport has increased start-up, making it slightly easier to punish. However, the increased start-up makes Teleport's direction easier to control.
  • Nerf Teleport's animation has changed. It is now different than its air dodge, which removes its mindgame potential.
  • Buff Disable's stun duration has increased and its lag has decreased, making it much more reliable as a set-up.
  • Nerf Disable no longer launches or tumbles a stunned or aerial opponent. Instead, it only deals minor damage and minor knockback.
  • Change Disable's animation has slightly changed. Mewtwo now tilts its head at an angle and its eyes turn green when using it.
  • Change Mewtwo now has a Final Smash, Psystrike. Upon activating it, Mewtwo undergoes Mega Evolution to become Mega Mewtwo Y and then immediately uses 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.

Update history

Mewtwo has received slight buffs from the game updates so far, though they do not appear to aid Mewtwo at all due to its 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 tree, a fully charged Charge Shot or a fully charged Shadow Ball) to heavily damage a shield.

Super Smash Bros. 4 1.0.8

  • Buff Neutral aerial's landing lag decreased: 19 frames → 16.
  • Nerf Up smash's initial hitbox size decreased.

Super Smash Bros. 4 1.1.0

  • 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 holding an item will result in the item disappearing as well.

Moveset

  Name Damage Description
Neutral attack   4% Mewtwo extends its arm and releases repeated pulses of dark energy, finishing with an energy-infused swipe. The first hit can be jab cancelled, which allows Mewtwo to combo it with another neutral attack, a throw or any other attack.
1% (loop), 2% (finisher)
Forward tilt   10% (near), 9% (mid), 8% (far) Mewtwo swings its tail forward. Can be angled and has good range, but has low knockback.
Up tilt   6% (nearest), 5% (near), 4% (far), 3% (farthest), 4.5% (farthest hitbox to opponents in front of Mewtwo) 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.
Down tilt   5% (near), 4% (far) 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.
Dash attack   10% (clean sweetspot), 9% (clean sourspot), 6% (late sweetspot), 4% (late sourspot) Mewtwo lunges forward and performs a dark energy-infused palm thrust. Has above average knockback if hit with the clean sweetspot.
Forward smash   19% (blast), 15% (arms) 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 around 114% while the sourspot KOs at around 131%.
Up smash   1% (hits 1-6), 10% (last hit) 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 around 107% if all of its hits connect.
Down smash   15% 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 around 111%.
Neutral aerial   1% (hits 1-8), 4% (last hit) Mewtwo discharges 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.
Forward aerial   13% 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 around 143%.
Back aerial   13% (near), 11% (mid), 9% (far) Mewtwo whips its tail behind it. It has high disjointed range, but does more damage when the opponent is closer to Mewtwo's body.
Up aerial   11% (near), 9% (mid), 7% (far) Mewtwo backflips 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.
Down aerial   14% (grounded opponents, aerial sourspot), 15% (aerial sweetspot) Mewtwo backflips and then performs a downward arcing stomp while its foot is infused with dark energy. It has been significantly buffed from Melee, as it now sports somewhat fast start-up, very high knockback scaling and is an extremely powerful meteor smash when sweetspotted. Grounded opponents are sent diagonally upwards with high knockback, which further makes it a viable KOing option overall and one of the best aerials in the game. KOs at around 134%.
Grab   Mewtwo telekinetically grabs a nearby opponent.
Pummel   2% Hits the foe with a small jolt of electricity. A bit slow for a pummel.
Forward throw   3% (throw), 2% (Shadow Balls) Mewtwo telekinetically 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 Ganondorf's and max aura 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.
Back throw   10% 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.
Up throw   12% Mewtwo telekinetically swirls the opponent around its body before launching them upwards. It was the strongest up throw in the game until update 1.0.8, when Charizard's up throw surpassed it when it was buffed 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 around 142% against most opponents, although lighter opponents are KO'd even earlier.
Down throw   4% (hit 1), 5% (throw) Mewtwo telekinetically 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.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Mewtwo levitates and spins around, striking opponents with its tail.
Floor attack (back)
Floor getups (back)
  7% Mewtwo levitates and spins around, striking opponents with its tail.
Floor attack (trip)
Floor getups (trip)
  5% Mewtwo gets up and swipes on both sides.
Edge attack
Edge getups
  7% Mewtwo gets up and swipes its tail in front of itself.
Neutral special Default Shadow Ball 2.5% (minimum charge), 25% (full charge) 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 around 112%. If used in the air, the recoil will propel Mewtwo 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 quite enough to break one.
Custom 1 N/A
Custom 2 N/A
Side special Default Confusion ≈9.0495% (throw), 1.4x (reflected projectiles) 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.
Custom 1 N/A
Custom 2 N/A
Up special Default Teleport 0% Mewtwo disappears and then reappears soon after in a different place. It is completely invulnerable during the move. It has less endlag if warping directly back onto the ground.
Custom 1 N/A
Custom 2 N/A
Down special Default Disable 1% Mewtwo crouches slightly and immediately launches 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. Useful at high percents to guarantee a KO, but difficult to land. It should be noted that Disable can be reflected by a particularly vigilant opponent.
Custom 1 N/A
Custom 2 N/A
Final Smash Psystrike 30% Mewtwo 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 foes and walls, and any opponent caught will be stunned before being launched by an intense, mind-shattering blow.

Taunts

  • Up Taunt: Mewtwo spins around whilst laughing. This taunt returns from Melee.
  • Side Taunt: Mewtwo surrounds itself in an aura of dark energy, similar to Lucario's up taunt.
  • 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.

On-Screen Appearance

Mewtwo, removing itself from a large mass of dark energy, falls gently to the ground. It is similar to Lucario's on-screen appearance with the aforementioned dark energy instead of aura-based energy.

Idle Poses

  • Mewtwo motions towards itself with its arm further from the camera.
  • Mewtwo draws its arms toward itself and strikes a pose.

Cheer

Mewwww-two

Victory Fanfare

A small excerpt of the Pokémon Red and Blue title theme. Shared with Pikachu, Jigglypuff, Lucario, Charizard, and Greninja.

Victory Poses

Note: Mewtwo speaks during its Japanese victory poses.

  • Does a single spin and then poses, laughing maniacally while doing so.
    • "愚かな!", which translates to "Foolish!"
  • Thrusts its hand forward, radiating dark energy, and groans. Very similar to its Down taunt.
    • "私はまけるわけにはいかない!", which translates to "I cannot lose!"
  • Turns its back to the screen and looks back over its shoulder, saying "Hmm..."
    • "私はなぜ ここにいるのか...?", which translates to "Why am I here?"

In Competitive Play

Notable players

Alternate costumes

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

Trophies

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.

Mewtwo
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!
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 and Pokémon Blue (09/1998)
3DS: Pokémon X and Pokémon Y (10/2013)
Mewtwo (Alt.)
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.
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 and Pokémon Blue (09/1998)
3DS: 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.
Game Boy: Pokémon Red and Pokémon Blue (09/1998)
GB Advance: Pokémon FireRed and Pokémon LeafGreen (09/2004)

Videos

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Gallery

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 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.
  • Mewtwo's in SSB4 and segments of its trailer references the Pokémon movies it is seen in:
    • One segment makes reference to the first Pokémon movie. It it shown next to Mew in reference to the 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.
    • Another segment makes reference to the 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.
  • As with Roy, Mewtwo's official artwork is posed nearly identically to its official Melee artwork.
  • 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 Mii Fighters. 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.
  • 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 has only one voice clip when it is KO'd, like Roy and Jigglypuff. This is likely a callback to Melee, as until Brawl, most characters only had one voice clip when being KO'd.
  • The visual trails left by Mewtwo's tail attacks change color depending on the costume chosen.
  • Mewtwo is the only returning DLC fighter with a new voice actor.
  • 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 has many traits similar to Mewtwo in this respect (tall heavyweight in her home series, constantly levitating via magic, and very light weight in Smash).
  • Mewtwo is currently the only DLC veteran whose fighter trophy has no mention of Mewtwo's previous Smash appearance, which was Melee.
  • Mewtwo's Alt. Trophy in the Wii U version bears a resemblance to Lucario's Alt. Trophy in the Wii U version; both show the character in a dark alternate costume charging their neutral special.

References

  1. ^ [1]