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Revision as of 12:20, January 25, 2016
Mewtwo in Super Smash Bros. 4 | |
---|---|
Universe | Pokémon |
Other playable appearance | in Melee |
Availability | Downloadable |
Final Smash | Psystrike |
“ | 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's characteristics are very polarized: its very fast dashing and air speeds make it a very mobile character, which is complemented by its above average damage output. However, it is the second lightest character in the game, and despite its amazing air speed, it has the third lowest air acceleration, average gravity and falling speeds and a large frame. These can result in difficulty when landing and with Mewtwo's weight, making it susceptible to being KO'd as it lands. A majority of Mewtwo's attacks also make use of its tail. While this gives it good reach, its tail-based attacks deal more damage if the opponent is at close range, which grants a quirk that is contrary to the perk of its good reach.
As its fighter trophy states, Mewtwo's throws are among the most powerful in SSB4, giving it a very threatening grab game despite it being toned down from Melee. Its forward throw has a very high damage output that makes it very useful to refresh its most stale moves. Its back and up throws are among the strongest throws in the game, making them reliable KOing options. Despite its down throw having no true combo potential, it can still lead into a plethora of moves if the opponent does not react properly due to it launching them just out of counterattacking range. Despite this, Mewtwo's grab has low range, especially for a character of its size. This can often result in its grab missing from a range where players would expect it would surely connect from.
Mewtwo's ground game is a mixed bag; while it is long-ranged and powerful, all but a few of its ground moves (including down smash and down tilt) suffer from noticeable ending lag. As a result, its ground moves are risky to use if it they do not connect or are shielded. Its neutral attack is very useful, as it is easily capable of leading into a jab cancel. This enables Mewtwo to better utilize its effective grab game, quickly initiate combos when followed up by its up or down tilts, or act as a set-up to Disable. Unlike its other tilts, Mewtwo's forward tilt is powerful enough to KO, particularly near the ledge. Mewtwo's dash attack, while punishable, still provides respectable range and knockback. Finally, its smash attacks all have above average strength; up smash in particular is the most powerful and fastest of the three, while it can also function as a good anti-air option.
In comparison to its ground game, Mewtwo's aerial game is potent overall; its aerial moves deal respectable damage, high knockback and the ability to combo into themselves. Neutral aerial has a long lasting active hitbox that can shield stab, outlast air dodges and start combos if landing as the enemy is being hit, although it loses this hitbox when Mewtwo lands. Mewtwo's forward aerial boasts impressive speed, power and range alongside the ability to combo into itself at low percentages and the ability to KO at higher percentages. Its back aerial is similar to the forward aerial, but has a slow start-up to offset the very large sweeping hitbox behind itself while also possessing the ability to combo into itself before becoming a KO option at high percentages. Mewtwo's up aerial is a standard sweeping attack of moderate power, while its down aerial possesses considerably powerful knockback and is a very strong meteor smash, making it Mewtwo's best aerial move, and one of the best aerials overall.
Finally, its special moves are powerful, although risky, much like its ground game. Shadow Ball is one of the strongest and fastest projectiles in the game when fully charged. Firing while in the air will result in Mewtwo being pushed backwards a short distance from the recoil, which can be used as a clever recovery method, but also presents the risk of an accidental self-destruct off-stage. Teleport's ending lag, momentum, and start-up have been increased since Melee, and while these traits make it generally more risky to use when warping to the floor due losing its ability to play mindgames (due to its animation being different from its airdodge), it is still useful due to its range and because it renders Mewtwo invulnerable for a split second as well as giving it considerable horizontal momentum. Confusion and Disable, both of which were notorious in Melee for being virtually useless, have been buffed considerably and now help Mewtwo offensively as well as defensively. Confusion helps Mewtwo's defense due to it now being a proper reflector and also helps its offense due to it acting as a long-range command grab, which can enable it to grab even highly disjointed attacks such as Ike's forward smash. Confusion also helps Mewtwo's recovery somewhat due to granting it a slight vertical boost when used in midair and can completely reverse aerial momentum and direction. Disable now immobilizes the opponent longer depending on how damaged they are and has decreased cooldown. Additionally, since all characters now perform an animation when snapping out of it, Mewtwo is essentially given a cue when to unleash an attack. Despite their vast improvements, however, Confusion and Disable have noticeable ending lag.
Despite Mewtwo's strengths, it has notable weaknesses that are exploitable. Like Fox, the most notable of them is its frailty; Mewtwo's tall frame combined with its low weight makes it very easy to KO, but its tall frame coupled with its average falling speed and high enough gravity make Mewtwo an easier character to combo than other characters of its size such as Rosalina and Palutena. This leads to Mewtwo being brought to KO percentages more easily than potentially any other character in the game. However, unlike Fox, it is also susceptible to juggling due to its gravity being low enough and lacking a long-lasting down aerial move to cover its landing although it can use Teleport to go under the opponent as a risky choice. Despite Mewtwo having a very large amount of strong KOing options, it lacks a conversion from a weak hit into a KO move resulting in Mewtwo having to rely on more risky, laggier options to score a KO.
In general, Mewtwo's playstyle is very similar to Palutena's with her default moveset, with slightly higher risk but much higher reward. Like Palutena, Mewtwo must use defensive maneuvers to keep opponents from performing rushdowns 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 she is, Mewtwo is more mobile in the air and has a more powerful and reliable projectile and reflector, a notably higher damage output than her, a better grab game despite its combo throw being worse than her, and significantly better frame data. This makes Mewtwo an odd combination between a defensive punishing character and a speedy glass cannon that sacrifices attack speed for damage and power. Ultimately, this classifies Mewtwo as a "high risk, high reward" character similar to Little Mac and Jigglypuff; due to possessing a number of KOing options that have capable reach as well as having two KO throws, 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. Due to Mewtwo's light weight, lack of throw combos and risky nature, Mewtwo's tournament representation in North America is poor, despite the hype surrounding the character since its release. However, like King Dedede, Mewtwo's overall viability is debatable, with opinions varying by region. In the western scene, Mewtwo has been regarded poorly due to its most serious flaws from Melee being worsened. As a result, it has a very weak tournament presence and its results have been below average at best prior to the 1.1.3 update. On the other hand, Japanese players favor Mewtwo more highly; several professional players achieved success with Mewtwo by using a more defensive playstyle and using it as a secondary or a counterpick against projectile-heavy characters, such as Villager or Samus.
Changes from Melee
Mewtwo has received a mix of buffs and nerfs in the transition from Melee to SSB4. While its major flaws from Melee have been retained or worsened, many of its moves and attributes were changed in other ways, resulting in a playstyle that presents higher risk and lower reward but gives Mewtwo more options for mobility, punishes and defensive maneuvers. As of update 1.1.3, it is unclear how Mewtwo fares relative to the cast compared to in Melee.
First and foremost, Mewtwo has received notable buffs; for instance, its aerials are better (its down aerial 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 significantly faster, which greatly helps its ground game and Mewtwo's overall mobility. Also, Mewtwo retains a very powerful up throw and a forward throw that can both deal respectable damage and help refresh moves affected by stale-move negation. The removal of directional air dodging and more 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. Finally, its new wall jump improves its recovery options.
However, Mewtwo has received significant nerfs, especially to its survivability. 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. 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, as with the loss of wavedashing. Its throw-oriented combo game has been toned down significantly; the removal of chaingrabbing as well as the generally slower air speeds means Mewtwo can no longer chaingrab with its up or down throws, while its down throw now has slightly more ending lag, making it 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.
Overall, Mewtwo has been re-balanced so that its moveset is generally more consistent 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, Mewtwo is at a distinct disadvantage in a custom moveset environment since it lacks custom moves due to its status as a downloadable character. As such, Mewtwo still has a rather high learning curve and risky playstyle.
Aesthetics
- 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.
- Like many characters, Mewtwo's front side faces the screen regardless of which direction it is looking.
- Mewtwo is less vocal overall, as it no longer uses a sound effect when using Confusion, Disable and battering items.
Attributes
- Mewtwo walks faster (1.0 → 1.1).
- Mewtwo dashes significantly faster (1.4 → 1.9), going from tied for sixteenth fastest in Melee to tied for eleventh fastest in SSB4.
- Mewtwo's weight has decreased (85 → 72), resulting in it becoming the second lightest character in the game.
- Mewtwo's air speed is higher (1.2 → 1.25), having the third fastest air speed.
- Mewtwo is slightly taller, making it surprisingly easy to hit and combo despite its floatiness.
- Mewtwo crouches lower.
- 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 also impairs Mewtwo's combo game.
- The removal of wavedashing and moonwalking and the weakening of dash-dancing all significantly hinder Mewtwo's approach.
- The removal of chain grabbing hinders Mewtwo's damage racking abilities, as it can no longer chain grab with its up or down throws.
- Mewtwo can now wall jump.
- Techs' animations have been noticeably changed. They are now more traditional, making it harder for Mewtwo to be tech-chased.
- Mewtwo's tail-based attacks do not match its attack trails.
- Item swings have different animations and dash swings no longer have a multiple hit behavior.
Ground attacks
- Neutral attack's first and loop hits deal less damage (6% → 4% (first hit), 2% → 1% (loop)).
- Neutral attack comes out 2 frames sooner (frame 8 → 6). It now has a finishing hit, making it much safer overall.
- Neutral infinite's animation has been slightly changed. Mewtwo now moves its body and its attacking arm is slightly bent instead of pointing straight forward.
- Dash attack's late hit's lingering duration is 9 frames shorter.
- Dash attack's animation has slightly changed. Mewtwo now performs a palm thrust while supporting its dominant hand with its other hand, rather than a double palm thrust.
- Forward tilt comes out 2 frames later (frame 8 → 10) and lasts 1 frame shorter.
- Down tilt deals less damage (9% → 5% (near), 5% → 4% (far)), comes out 1 frame later (frame 5 → 6), and lasts 1 frame shorter.
- Up tilt comes out 2 frames later (frame 6 → 8).
- Sweetspotted forward smash deals 1% less damage (20% → 19%).
- Sourspotted forward smash deals 4% more damage (12% → 16%).
- Forward smash has increased knockback across all hitboxes, has a bigger hitbox size (2.0 → 3.0), and the sweetspot is easier to land than the sourspot. It also lasts 1 frame longer.
- Forward smash has slightly decreased range and the move also comes out 1 frame later (frame 18 → 19).
- Forward smash's start-up animation has slightly changed. Mewtwo now rears back to its side as opposed to bringing both hands back.
- 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.
- Up smash has less range overall, which was further decreased as of update 1.0.8.
- Down smash has increased knockback growth (112 → 118).
- Down smash comes out 1 frame later (frame 20 → 21).
Aerial attacks
- All aerials have decreased landing lag frames (neutral aerial: 17 → 13, forward aerial: 25 → 14, back aerial: 28 → 17, up aerial: 20 → 13, and down aerial: 28 → 18).
- Neutral aerial comes out 2 frames later (frame 5 → 7), deals 8% less damage (20% → 12%), and has lost its landing hitbox.
- Neutral aerial has increased knockback and its first 7 hits connect better.
- 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.
- Forward aerial deals 1% less damage (14% → 13%) lasts 1 frame shorter.
- Forward aerial comes out 1 frame earlier (frame 6 → 5) and has increased horizontal range and knockback.
- Forward aerial's launch angle is more diagonal, which allows it to string into itself in another way. Its KO potential is also horizontal rather than vertical.
- Forward aerial's animation has slightly changed. Mewtwo now swipes in a scooping motion instead of turning its body inward towards its swiping direction.
- Back aerial's x-axis offset was increased (5.1 → 5.5).
- Back aerial comes out 1 frame later (frame 12 → 13).
- Near up aerial deals 1% more damage (10% → 11%). It also lasts 1 frame longer, and has better combo potential than it did in Melee.
- Mid and far up aerial deals less damage (11% → 10% (mid), 14% → 9% (far)). It also comes out 1 frame later (frame 9 → 10).
- Up aerial's sweetspot is now placed near Mewtwo's body as opposed to the tip of its tail, no longer having a tipper.
- Down aerial is significantly stronger, making it one of the best down aerials in SSB4. It comes out 3 frames faster (18 frames → 15), lasts 2 frames longer (2 → 4) and has increased vertical range below it.
- Aerial sweetspotted down aerial deals 1% less damage (16% → 15%).
- 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
- Grab range has decreased.
- Dash grab comes out 1 frame later (frame 8 → 9).
- Pummel deals 1% less damage (3% → 2%).
- Pummel is faster.
- Forward throw deals 2.5% more damage. (10.5% → 13%). Its Shadow Balls are larger and pass through the thrown opponent, generally making them more reliable.
- Forward throw's Shadow Balls do not travel as far as they did in Melee.
- Forward throw's animation has been changed. Mewtwo now levitates and has one of its feet planted down during the throw.
- Back and down throws deal less damage (11% → 10% (back), 11% → 9% (down)).
- Back throw has a new animation. Mewtwo now throws an opponent in a backhanded motion without looking behind itself. Mewtwo also levitates while using it.
- Up throw is weaker, KOing 20%-30% later, although it is still one of the strongest up throws in the game. It also has slightly increased lag, making it more punishable at low percents.
- Down throw is slightly faster.
- 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.
- Down throw has an altered angle (69° → 74°).
- Down throw's animation has been slightly changed. Mewtwo now does a front flip instead of a full body spin.
Special moves
- Fully charged Shadow Ball is much stronger and has increased range.
- Shadow Ball's charging time has increased and it no longer has a hitbox while charging.
- Shadow Ball's movement pattern goes in more of a straight line. While this increases its accuracy, its trajectory is more predictable.
- Shadow Ball pushes Mewtwo back 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.
- Darkness emanates from both of Mewtwo's hands instead of just one while saving a fully charged Shadow Ball.
- Confusion deals ≈0.9505% less damage (10% → ≈9.0495%).
- Confusion now behaves like a traditional reflector, as it changes reflected projectiles to Mewtwo's ownership and it has a damage multiplier (1.4x).
- Aerial Confusion gives Mewtwo a slight vertical boost after its first use, which slightly improves Mewtwo's vertical recovery.
- Confusion now consists of eight small hits instead of one large hit.
- 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.
- Teleport provides Mewtwo with a small amount of forward and/or backward momentum.
- Teleport plays out its momentum-granting ending lag even if Mewtwo re-appears on the ground, leaving it open for half a second. It also has an altered animation that differs from its air dodge, removing mindgame potential.
- Teleport has increased start-up, making it slightly easier to punish. However, the increased start-up makes Teleport's direction easier to control.
- Disable's stun duration has increased and its cooldown has decreased, making it much more reliable as a set-up.
- Disable no longer launches or tumbles a stunned or aerial opponent. Instead, it only deals minor damage and minor knockback.
- Disable's animation has slightly changed. Mewtwo now tilts its head at an angle and its eyes turn green when using it.
- Mewtwo now has a Final Smash, Psystrike. 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.
Update history
Mewtwo has been heavily buffed as of update 1.1.3. 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, dashing, and air speed, which further helps its offensive prowess by enabling it to chase after opponents and thus allows it to mix up its playstyle to sport a more consistent offensive presence alongside its typical defensive presence. Mewtwo also 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. While Mewtwo's most glaring flaws are still intact, it is much more viable than it was after its initial release.
- Neutral aerial's landing lag decreased: 19 frames → 16.
- Up smash's initial hitbox size decreased.
- Forward throw deals 2.5% more damage: 10.5% → 13%.
- Down smash's knockback growth increased: 112 → 118, KOing 9% earlier.
- Air dodging while holding an item will result in the item disappearing as well.
- Mewtwo's walking speed increased: 1.0 → 1.1
- Mewtwo's dashing speed increased: 1.696 → 1.9, going from being tied for the twentieth fastest to the twelfth fastest.
- Mewtwo's air speed increased: 1.15 → 1.25
- Sourspotted forward smash deals 1% more damage: 15% → 16%.
- Forward smash's hitbox size increased: 2.0 → 3.0.
- Neutral aerial's landing lag decreased: 16 frames → 13.
- Forward aerial's start-up decreased: 6 frames → 5.
- Forward aerial's range increased due to having moved forward one unit.
- Forward aerial's landing lag decreased: 18 frames → 14.
- Back aerial's x-axis offset increased: 5.1 → 5.5.
- Back aerial's landing lag decreased: 21 frames → 17.
- Up aerial's damage increased: 7% → 9% (far) → 9% → 10% (mid).
- Up aerial's hitboxes' sizes increased: 4.7 → 5.0 (hitbox 0), 3.9 → 4.5 (hitbox 1), 3.1 → 4.0 (hitbox 2).
- Up aerial's base knockback increased: 0 → 40.
- Up aerial's hitboxes' knockback growth decreased: 100 → 97.
- Up aerial's landing lag decreased: 16 frames → 13.
- Down aerial's hitbox duration increased: 2 frames → 4.
- Down aerial's hitboxes have moved down one unit, giving it more range.
- Down aerial's landing lag decreased: 22 frames → 18.
- Down throw's angle altered: 69° → 74°.
- Shadow Ball's hitbox size increased.
- Shadow Ball's aerial recoil decreased. While this helps Mewtwo become less susceptible to self-destructing, it also slightly hinders Mewtwo's usage of the recoil as a form of horizontal recovery.
- Shadow Ball's visuals improved.
- Confusion's range increased due to its grab parameter having become larger.
Moveset
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 4% | 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) | 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) | 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 180°. Mewtwo's fastest tilt, though severely lacking in knockback. Good as an out of shield option. It is also Mewtwo's best combo starter, being able to combo into a forward aerial, neutral aerial, up smash, up aerial, and more. | ||
Dash attack | 10% (clean sweetspot), 9% (clean sourspot), 6% (late sweetspot), 4% (late sourspot) | Lunges forward and performs a dark energy-infused palm thrust. Has above average knockback if hit with the clean sweetspot. Depending on the hitbox it hits with and the opponent's percentage, it can combo into a neutral aerial, forward aerial, and up aerial. | ||
Forward smash | 19% (blast), 16% (arms) | A double palm thrust while releaseaing a blast of dark energy. Moderate start-up, but rather low endlag and powerful enough to KO quite reliably. KOs at around 114% while the sourspot KOs at around 122%. | ||
Up smash | 1% (hits 1-6), 10% (last hit) | 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% | Extends its arm downwards and launches a burst of dark energy from its fingertip near its feet. Similar to forward smash, 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, with the final hit launching opponent back. 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% | A dark energy-infused swipe. One of the fastest and most powerful forward aerials in the game, having 5 frames of start-up and KOing at around 143%. At lower percents, it can easily be used as a follow-up after a down tilt or a neutral aerial. It can also combo into itself at lower percents as well. | ||
Back aerial | 13% (near), 11% (mid), 9% (far) | Whips its tail behind it. It has highly 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 whike striking 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 performs a downward arcing stomp while its foot is infused with dark energy. It has decently fast startup in proportion to its very high knockback scaling, being a powerful meteor smash when sweetspotted. Grounded opponents are sent diagonally upwards with high knockback, which further makes it a very good KOing option. | ||
Grab | — | Telekinetically grabs a nearby opponent. | ||
Pummel | 2% | Zaps the opponent. Average speed. | ||
Forward throw | 3% (throw), 2% (Shadow Balls) | 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% | Telekinetically tosses the opponent behind it. Has good KOing potential at high percents near the edge, starting at 132%. One of the strongest back throws in the game. | ||
Up throw | 12% | Telekinetically swirls the opponent around its body before launching them upwards. Due to its high base knockback and the difficulty in DIing it, this is the overall strongest up throw in the game, reliably KOing any character at 140%. | ||
Down throw | 4% (hit 1), 5% (throw) | Telekinetically slams the opponent to the ground and spins to whip them with its tail. It has low knockback, however, it contains somewhat high ending lag. Because of this, it cannot properly combo into most of its moves. It is only usable to react to an opponent's options and punish it. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | Levitates and spins around, striking opponents with its tail. | ||
Floor attack (back) Floor getups (back) |
7% | Same as its frontal floor attack. | ||
Floor attack (trip) Floor getups (trip) |
5% | Gets up and swipes on both sides. | ||
Edge attack Edge getups |
7% | Gets up and swipes its tail in front of itself. | ||
Neutral special | Default | Shadow Ball | 2.5% (minimum charge), 25% (full charge) | Charges a large, dark purple sphere of dark energy. It can then be fired immediately or can be cancelled, then charged up again. 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% | Dissappears 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. It also gives Mewtwo some horizontal momentum if ended mid-air. |
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. |
On-screen appearance
- Emerges from a large mass of dark energy and then falls gently to the ground. It is similar to Lucario's on-screen appearance, albeit with dark energy involved instead of aura.
File:Battle Entrance (Mewtwo).jpg |
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Taunts
- Up taunt: Closes its eyes and folds its arms as it levitates on the spot, spinning around as it laughs sinisterly. This taunt returns from Melee.
- Side taunt: Surrounds itself in a flame-like field of dark energy, similarly to Lucario's up taunt.
- Down taunt: Faces the screen while its eyes glow, thrusts its arm towards the screen, and emits a small spark of dark energy while posing similarly to its official art in Super Smash Bros. 4.
Up taunt | Side taunt | Down taunt |
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Idle poses
- Motions towards itself with its arm further from the screen.
- Draws its arms toward itself and strikes a pose.
Crowd cheer
English | Japanese | |
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Cheer | File:Mewtwo Cheer NTSC SSB4.ogg | |
Description | Mewwww-two! | |
Pitch | Group chant |
Victory poses
Mewtwo speaks during its Japanese victory poses.
- Does a single spin and then poses while laughing ominously and emitting a flame-like field of dark energy around itself. In the Japanese version, it says "愚かな!", which translates to "Foolish!"
- Thrusts its hand forward, emits dark energy from its body, and growls. Appears very similar to its down taunt. In the Japanese version, it says "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..." In the Japanese version, it says "私はなぜ ここにいるのか...?", which translates to "Why am I here?"
File:MewtwoPose1WiiU.jpg | File:MewtwoPose2WiiU.jpg | File:MewtwoPose3WiiU.jpg |
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In competitive play
Notable players
Active
Inactive
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
- 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!
- 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!
- Mewtwo (Alt.)
- 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.
- : Pokémon Red and Pokémon Blue (09/1998)
- : Pokémon FireRed and Pokémon LeafGreen (09/2004)
Alternate costumes
Trailers
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Gallery
Mewtwo's amiibo.
Fighting Fox.
With Mew.
Using Disable.
...and then using its Final Smash.
Mewtwo attacking Toon Link in the 3DS version.
Fighting Greninja.
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.
- As a callback to Melee, Mewtwo's official artwork is posed nearly identically to its official Melee artwork, and has only one voice clip when it is KO'd.
- 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. One of the variations of Mewtwo's glitched custom Confusion was very similar to the soul breaker glitch. Some speculate that they were unfinished custom specials and that DLC fighters were intended to have customs. 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.
- Mewtwo folds its arms in several of its animations, including its up taunt, Hammer animation, up tilt, helpless, asleep and teeter, result screen animations, and, humorously, its screen KO animation.
- The visual trails left by Mewtwo's tail attacks change color depending on the costume chosen.
- 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 Jigglypuff despite it being more than 20 times heavier than the latter, which weighs only 12.1 pounds according to the Pokédex, seemingly due to its psychically-induced anti-gravity.
- Mewtwo is the only veteran DLC fighter with a new voice actor, and the only character in SSB4 to speak in the Japanese version but not other regional versions.
- Mewtwo is the only DLC fighter to have been free to download through a special offer.
- Mewtwo is the only fighter from Melee whose falling speed is the same in SSB4.
References
Fighters in Super Smash Bros. 4 | |
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Veterans | Bowser · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Dr. Mario · Falco · Fox · Ganondorf · Ike · Jigglypuff · King Dedede · Kirby · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Sonic · Toon Link · Wario · Yoshi · Zelda · Zero Suit Samus |
Newcomers | Bayonetta · Bowser Jr. · Cloud · Corrin · Dark Pit · Duck Hunt · Greninja · Little Mac · Lucina · Mega Man · Mii Fighter (Mii Brawler · Mii Gunner · Mii Swordfighter) · Pac-Man · Palutena · Robin · Rosalina & Luma · Ryu · Shulk · Villager · Wii Fit Trainer |