Mewtwo (SSBU): Difference between revisions

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*Mewtwo is able to cancel the upward momentum of its double jump by inputting a special move.
*Mewtwo is able to cancel the upward momentum of its double jump by inputting a special move.
*Mewtwo can [[wall jump]].
*Mewtwo can [[wall jump]].
*The inner hits of all of Mewtwo's tail attacks deal more damage and knockback to the opponent.
*The inner hitboxes of all of Mewtwo's tail attacks deal more damage and knockback to the opponent.
''For a gallery of Mewtwo's hitboxes, see [[Mewtwo (SSBU)/Hitboxes|here]].''
''For a gallery of Mewtwo's hitboxes, see [[Mewtwo (SSBU)/Hitboxes|here]].''


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|neutral1dmg=3%
|neutral1dmg=3%
|neutralinfdmg=0.8% (loop), 2.5% (last)
|neutralinfdmg=0.8% (loop), 2.5% (last)
|neutraldesc=Extends its arm to emit a pulse of dark energy. Repeatedly pressing the attack button causes Mewtwo to sway its arm up and down to emit multiple pulses of dark energy before finishing with a dark energy-infused upward swipe. The first hit can [[jab reset]]. It is the most damaging infinite in the game, usually able to deal around 30% at most without letting the opponent escape.
|neutraldesc=Extends its arm to emit a pulse of dark energy. Repeatedly pressing the attack button causes Mewtwo to sway its arm up and down to emit multiple pulses of dark energy before finishing with a dark energy-infused upward swipe. The first hit can [[jab reset]]. It is the most damaging infinite in the game, usually able to deal around 20-30% even with good [[SDI]] from the opponent, especially when backed up against a wall or ledge.
|ftiltname= 
|ftiltname= 
|ftiltdmg=11% (near), 10% (mid), 9% (far)
|ftiltdmg=11% (near), 10% (mid), 9% (far)
|ftiltdesc=Mewtwo spins, then swings its tail forward. It is surprisingly strong, KOing at around 90% near the ledge, while the sourspots don't even KO much later. It can be angled as well. When angled up it can function as an anti air, and when angled down it can hit opponents hanging on the ledge. Its long range can allow it to function as a whiff punish tool.
|ftiltdesc=Mewtwo spins, then swings its tail forward. It is surprisingly strong for a move of its kind, with its near hitbox KOing at around 90% near the ledge and even its far hitbox KOing at around 130%. It can be angled up to function as an anti-air, and angled down to hit opponents hanging on the ledge. Its long range and high power can allow it to function as an effective whiff punish, especially out of a pivot.
|utiltname= 
|utiltname= 
|utiltdmg=7% (nearest), 6% (near), 5% (far), 4% (farthest), 5.5% (farthest hitbox to opponents in front of Mewtwo)
|utiltdmg=7% (clean near), 6% (clean mid, late near), 5.5% (clean far, close), 5% (late mid), 4% (late far)
|utiltdesc=Telekinetically backflips to swing its tail in an overhead arcing motion. Its hitboxes launch opponents at favorable angles for comboing into itself, an up smash, neutral aerial, back aerial, or up aerial at low percentages. It can also be used for juggling beginning at medium percentages, and can even KO at high percentages (around 145% for middleweights). It covers a very wide range, hitting opponents near Mewtwo's back, making it a reliable move for catching landings. Most of Mewtwo's tail is a hurtbox, however, so it is less useful as an anti-air against other characters with disjointed hitboxes that can beat it out.
|utiltdesc=Telekinetically backflips to swing its tail in an overhead arcing motion. Its hitboxes launch opponents at favorable angles for comboing into itself, an up smash, an aerial, or [[Confusion]] at low percentages. It can also be used for juggling beginning at medium percentages, and can even KO at high percentages (around 145% for middleweights). It covers a very wide range, hitting opponents near Mewtwo's back, making it a reliable move for catching landings. Most of Mewtwo's tail is a hurtbox, however, so it is less useful as an anti-air against other characters with disjointed hitboxes that can beat it out.
|dtiltname=Tail Sweep
|dtiltname=Tail Sweep
|dtiltdmg=5% (near), 4.5% (mid), 4% (far)
|dtiltdmg=5% (near), 4.5% (mid), 4% (far)
|dtiltdesc=Crouches and spins around to swing its tail in front of itself. It's Mewtwo's fastest tilt and has relatively low endlag, making it good for close quarters combat. It is also among Mewtwo's best combo starters, being able to combo into an up tilt, or any of Mewtwo's aerials. However, the sourspot on the tip of the tail does not lead to any combos, making it only useful for poking in the neutral.  
|dtiltdesc=Crouches and spins around to swing its tail in front of itself. It is Mewtwo's fastest tilt and has long range and low endlag, making it good for close quarters combat. It is also among Mewtwo's best combo starters, being able to combo into an up tilt or any of Mewtwo's aerials. However, the sourspot on the tip of the tail does not lead to any combos, making it only useful for poking in the neutral. If landed on an opponent below the ledge, it can confirm into a forward aerial at KO percentages.
|dashname= 
|dashname= 
|dashdmg=12% (clean sweetspot), 9% (clean sourspot), 6% (late sweetspot), 4% (late sourspot)
|dashdmg=12% (clean sweetspot), 9% (clean sourspot), 6% (late sweetspot), 4% (late sourspot)
|dashdesc=A lunging, dark energy-infused palm thrust. Its clean sweetspot deals above average knockback, which can KO at very high percentages (starting at around 140% at the ledge). It's relatively fast and covers good distance making it good for whiff punishes. However, it is not safe to use it too much. The late hit can lead into a buffered forward aerial at very low percentages.
|dashdesc=A lunging, dark energy-infused palm thrust. Its clean sweetspot deals above average knockback, which can KO at very high percentages (starting at around 140% at the ledge). It is relatively fast and covers a decent distance, making it suitable for whiff punishes. However, it has moderately high ending lag, making it punishable on shield. The late hit can lead into a buffered forward aerial at very low percentages.
|fsmashname= Shadow Blast
|fsmashname= Shadow Blast
|fsmashdmg={{ChargedSmashDmgSSBU|20}} (blast), {{ChargedSmashDmgSSBU|16}} (arms)
|fsmashdmg={{ChargedSmashDmgSSBU|20}} (blast), {{ChargedSmashDmgSSBU|16}} (arms)
|fsmashdesc=Quickly cups its hands to its side, and then thrusts them forward to perform a double palm thrust that emits a blast of dark energy. It is Mewtwo's most damaging smash attack, and is an incredibly powerful punish out of a shield break or [[Disable]], KOing at around 70% near the ledge uncharged, and even its sourspot has respectable power. Due to it hitting on frame 19 and having 31 frames of ending lag, however, it is very punishable when whiffed or shielded at close range. It can be angled.
|fsmashdesc=Quickly cups its hands to its side, and then thrusts them forward to perform a double palm thrust that emits a blast of dark energy. It is Mewtwo's most damaging smash attack and an incredibly powerful punish out of a shield break or [[Disable]], with its sweetspot KOing at around 70% near the ledge uncharged, and its sourspot having respectable power as well. Due to it hitting on frame 19 and having 31 frames of ending lag, however, it is very punishable when whiffed or shielded at close range. It can be angled.
|usmashname= Galaxy Force
|usmashname= Galaxy Force
|usmashdmg={{ChargedSmashDmgSSBU|2}} (hits 1-3), {{ChargedSmashDmgSSBU|10}} (hit 4)
|usmashdmg={{ChargedSmashDmgSSBU|2}} (hits 1-3), {{ChargedSmashDmgSSBU|10}} (hit 4)
|usmashdesc=Thrusts its arm upward to emit a swirling blast of dark energy. It's fast coming out at frame 9. But the initial, 'scooping' hitbox is very small and opponents can fall out of it very easily. This makes it unreliable as an out of shield punish. The large, disjointed and long lasting hitbox above Mewtwo can work as an anti air. But due to the very high ending lag, if this move whiffs, it will be very easy for the opponent to punish.  
|usmashdesc=Thrusts its arm upward to emit a swirling blast of dark energy resembling the shape of a galaxy. It is very fast for its power, with its initial scooping hitbox coming out on frame 9 and its overhead hitbox frame 10. However, due to [[jostling]], the initial hitbox can sometimes miss even at point blank range, making it unreliable as an out of shield punish. The large, disjointed, long-lasting overhead hitbox can work as an anti-air against landing aerials, but opponents can air dodge through it entirely. It has an enormous 43 frames of ending lag, making it very easy to punish if it misses due to the reasons above and making it a very high-risk, high-reward maneuver.
|dsmashname= Shadow Bomb
|dsmashname= Shadow Bomb
|dsmashdmg={{ChargedSmashDmgSSBU|16}}
|dsmashdmg={{ChargedSmashDmgSSBU|16}}
|dsmashdesc=Extends its arm at a diagonal angle toward the ground to emit a blast of dark energy from its fingertip. It is one of the few down smashes that does not hit on both sides, but it is powerful nonetheless. While it has noticeable startup at frame 21, its ending lag relative to its power and startup is extremely low, as Mewtwo can act out of it after 41 frames. As such, it is safe on shield against most characters, and potentially even on whiff. It also has a somewhat generous 2-frame punish window at the ledge. It can also serve as a great punish out of a shield break or Disable, as it does not have a sourspot compared to the similar forward smash.
|dsmashdesc=Extends its arm at a diagonal angle toward the ground to emit a blast of dark energy from its fingertip. It is one of the few down smashes that does not hit on both sides. It is incredibly powerful, KOing at around 90% and sending at an awkward 55 degree angle that makes optimal DI ambiguous. While it has noticeable startup at frame 21, its ending lag relative to its power and startup is extremely low, as Mewtwo can act out of it after 41 frames. Combined with its extra shield damage, it is safe on shield against most characters, and potentially even on whiff. This makes it a non-committal punish against landings, spotdodges, etc., helped by its lack of a sourspot. It can also act as a powerful 2-frame punish at the ledge due to its generous hitbox and three active frames. While it lacks a traditional sourspot, its outer hitbox only affects grounded opponents and deals less shield damage than its inner hitbox.
|nairname= Body Spark
|nairname= Body Spark
|nairdmg={{ShortHopDmgSSBU|1.6}} (hits 1-5), {{ShortHopDmgSSBU|4}} (hit 6)
|nairdmg={{ShortHopDmgSSBU|1.6}} (hits 1-5), {{ShortHopDmgSSBU|4}} (hit 6)
|nairdesc=Discharges electricity around itself with its limbs spread out. With only 7 frames of startup, it is tied with forward aerial for having the lowest startup lag out of Mewtwo's aerials. Its hitboxes are positioned at Mewtwo's hands and feet and keep the opponent trapped, whereas its last hitbox launches them. Its fast startup and long duration make it great for catching jumps. In addition, it is Mewtwo's best out-of-shield option, hitting both sides, although it is hard to consistently connect because of the extremely small hitboxes. Its linking hits can also drag opponents down if fast-falling, which can lead to follow-ups, gimps and kill confirms, most reliably into up smash.
|nairdesc=Discharges electricity around itself with its limbs spread out. With only 7 frames of startup, it is tied with forward aerial for having the lowest startup lag out of Mewtwo's aerials. Its hitboxes are positioned at Mewtwo's hands and feet and keep the opponent trapped, whereas its last hitbox launches them. Its fast startup and long duration make it great for catching jumps. It is Mewtwo's best out-of-shield option, hitting on both sides, although it is hard to consistently connect because of the extremely small hitboxes. Its linking hits can also drag opponents down if fast-falling, which can lead to follow-ups, gimps and kill confirms, most reliably into up smash.
|fairname=Shadow Scratch
|fairname=Shadow Scratch
|fairdmg={{ShortHopDmgSSBU|13}}
|fairdmg={{ShortHopDmgSSBU|13}}
|fairdesc=A dark energy-infused swipe. Due to it hitting on frame 7, it is tied with neutral aerial for having the lowest amount of start-up lag out of Mewtwo's aerial attacks. It is one of Mewtwo's best KO options, KOing middleweights at around 93% near the ledge. It also boasts combo potential at low percentages, as it can also combo into itself, down tilt, Shadow Ball and more. It is a very safe poking option because of its range, safety on shield and low landing lag. However it is susceptible to anti airs as it is not disjointed. It can also be used as an edgeguarding tool, albeit with some difficulty due to the hitbox.
|fairdesc=A dark energy-infused swipe. Due to it hitting on frame 7, it is tied with neutral aerial for having the lowest amount of start-up lag out of Mewtwo's aerial attacks. It is one of Mewtwo's best KO options, KOing middleweights at around 93% near the ledge. It also boasts combo potential at low percentages, as it can also combo into itself, down tilt, Shadow Ball and more. It is a very safe poking option because of its range, safety on shield and low landing lag. However, it is susceptible to anti airs as it is not disjointed. It can also be used as an edgeguarding tool, albeit with some difficulty due to the hitbox.
Its speed, safety, utility at all percentages and range make it a staple in Mewtwo's neutral game and moveset, and it is not uncommon for it to be considered the best forward aerial in the game.
Its speed, safety, range, and utility at all percentages make it a staple in Mewtwo's neutral game and moveset, and it is not uncommon for it to be considered the best forward aerial in the game.
|bairname= 
|bairname= 
|bairdmg={{ShortHopDmgSSBU|13}} (near), {{ShortHopDmgSSBU|12}} (mid), {{ShortHopDmgSSBU|11}} (far)
|bairdmg={{ShortHopDmgSSBU|13}} (near), {{ShortHopDmgSSBU|12}} (mid), {{ShortHopDmgSSBU|11}} (far)
|bairdesc=Swings its tail behind itself in an upward arc. It covers a very wide area and deals high knockback, making it great at edgeguarding, particularly against double jumps, and allows it to easily wall out opposing aerial approaches. However, it has the second highest amount of start-up lag out of Mewtwo's aerial attacks at frame 13. Additionally, disjointed attacks like swords will beat out its hitbox, reducing its utility against some characters. It can KO at around 90%-120% depending on weight.
|bairdesc=Swings its tail behind itself in an upward arc. It covers a very wide area and deals high knockback, making it great at edgeguarding, particularly against double jumps, and allows it to easily wall out opposing aerial approaches. However, it has the second highest amount of start-up lag out of Mewtwo's aerial attacks at frame 13. Additionally, it possesses a blindspot below Mewtwo, and disjointed attacks like swords will beat out its hitbox, reducing its utility against some characters and making it a liability in disadvantage. It can KO at around 100% near the ledge, and much earlier offstage.
|uairname= 
|uairname= 
|uairdmg={{ShortHopDmgSSBU|12}} (near), {{ShortHopDmgSSBU|11}} (mid), {{ShortHopDmgSSBU|10}} (far)
|uairdmg={{ShortHopDmgSSBU|12}} (near), {{ShortHopDmgSSBU|11}} (mid), {{ShortHopDmgSSBU|10}} (far)
|uairdesc=Backflips to swing its tail in an overhead arcing motion, similarly to its up tilt. It has a lot of range making it great for juggling, and can KO at around 110% near the upper blast line. It can be used to catch high recoveries and jumps onto the stage. If used when landing, it can combo into all of Mewtwo's aerials and Shadow Ball, potentially leading to KOs. Most notably, a rising double jump up aerial can lead into a forward aerial as a reliable KO confirm. However, it is difficult to hit short opponents when landing with the move.
|uairdesc=Backflips to swing its tail in an overhead arcing motion, similarly to its up tilt. It covers a wide range, making it great for juggling, and can KO at around 110% near the upper blast line. It can be used to catch high recoveries and jumps onto the stage. If used when landing, it can combo into all of Mewtwo's aerials and Shadow Ball, potentially leading to KOs. Most notably, a rising double jump up aerial can lead into a forward aerial as a situational KO confirm. However, it is difficult to hit short opponents when landing with the move.
|dairname= 
|dairname= 
|dairdmg={{ShortHopDmgSSBU|14}} (grounded opponents, aerial sourspot), {{ShortHopDmgSSBU|15}} (aerial sweetspot)
|dairdmg={{ShortHopDmgSSBU|14}} (grounded opponents, aerial sourspot), {{ShortHopDmgSSBU|15}} (aerial sweetspot)
|dairdesc=Backflips to perform a dark energy-infused stomp. It is Mewtwo's most damaging aerial attack. It is also a very powerful [[meteor smash]] when sweetspotted in the air and has a rather large disjoint that extends below Mewtwo, making it a good edgeguarding and 2-framing option. Due to it hitting on frame 15, however, it has the highest amount of start-up lag out of Mewtwo's aerials. Despite its aforementioned dark energy visuals appearing right where Mewtwo stomps, it does not have a darkness effect. Its sourspot boasts respectable power and can combo into tilts at low percents, and aerials at higher percents.  
|dairdesc=Backflips to perform a dark energy-infused stomp. It is Mewtwo's most damaging aerial attack. It is also a very powerful [[meteor smash]] when sweetspotted in the air and has a rather large disjoint that extends below Mewtwo, making it a good edgeguarding and 2-framing option. Due to it hitting on frame 15, however, it has the highest amount of start-up lag out of Mewtwo's aerials. Its sourspot boasts respectable power and can combo into tilts at low percents, and aerials at higher percents.  
|grabname=   
|grabname=   
|grabdesc=Telekinetically holds an opponent. Mewtwo's grab range and speed are average.
|grabdesc=Telekinetically holds an opponent. Mewtwo's grab range and speed are average.
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|fthrowname=Shadow Cannon
|fthrowname=Shadow Cannon
|fthrowdmg=3% (throw), 2% (Shadow Balls)
|fthrowdmg=3% (throw), 2% (Shadow Balls)
|fthrowdesc=Telekinetically lifts the opponent diagonally in the air before firing five [[Shadow Ball]]s at them. It is among the most damaging throws in the game when all hits connect, dealing 13%. However, the Shadow Balls can be reflected by a {{SSBU|Hero}} with [[Command Selection|Bounce]] or any opponent wearing a [[Franklin Badge]], and other nearby opponents with reflectors and/or absorption moves can choose to intercept it, while opponents can also DI to avoid some of the projectiles at higher percentages and mitigate the throw's damage. If the opponent fails to DI all of the Shadow Balls, it can KO at around 140% because of how far away each projectile sends the opponent.
|fthrowdesc=Telekinetically lifts the opponent diagonally in the air before firing five [[Shadow Ball]]s at them. It is among the most damaging throws in the game when all hits connect, dealing 13%. However, the Shadow Balls can be reflected by a {{SSBU|Hero}} with [[Command Selection|Bounce]] or any opponent wearing a [[Franklin Badge]], and other nearby opponents with reflectors and/or absorption moves can choose to intercept it, while opponents can also DI to avoid some of the projectiles at higher percentages and mitigate the throw's damage. While it does not possess any true follow-ups, it has relatively low endlag and leaves the opponent in a favorable position to cover their options with a running up tilt, dash attack, back aerial, etc. If the opponent fails to DI all of the Shadow Balls, it can KO at around 140% from the combined knockback of every projectile.
|bthrowname= 
|bthrowname= 
|bthrowdmg=11%
|bthrowdmg=11%
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|dthrowname= 
|dthrowname= 
|dthrowdmg=4% (hit 1), 5% (throw)
|dthrowdmg=4% (hit 1), 5% (throw)
|dthrowdesc=Telekinetically slams the opponent to the ground, and then somersaults in order to strike them with its tail. It can combo into up tilt at low percentages, and forward aerial at mid-high percentages, which can KO reliably at around 90%-140%. It's somewhat easy to DI, although it can be used as a mixup to forward throw. At mid to high percentages, it can force the opponent to tech on a platform if used below one, potentially leading to a Disable if Mewtwo reads their tech.
|dthrowdesc=Telekinetically slams the opponent to the ground, and then somersaults in order to strike them with its tail. It can combo into up tilt at low percentages, and forward aerial at mid-high percentages, which can KO reliably at around 90%-140%. The aforementioned follow-ups are susceptible to DI, although its quick startup is difficult to react to, and it can be used as a mixup to forward throw. At mid to high percentages, it can force the opponent onto a platform if used below one, leading to a [[tech-chase]] situation where Mewtwo can potentially follow up with an aerial, up smash, or even [[Disable]] with the right read.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
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|edgename= 
|edgename= 
|edgedmg=9%
|edgedmg=9%
|edgedesc=Swings its tail in front of itself while climbing up. It has great range for a ledge attack, second only to bowser.
|edgedesc=Swings its tail in front of itself while climbing up. It has the second highest range of all ledge attacks in the game, right behind {{SSBU|Bowser}}.
|nsname=Shadow Ball
|nsname=Shadow Ball
|nsdmg=4% (uncharged), 25% (fully charged)
|nsdmg=4% (uncharged), 25% (fully charged)
|nsdesc=Cups its hands to its side and [[bulbapedia:Shadow Ball (move)|creates a large, blackish violet sphere of dark energy]] between its hands, then thrusts its hands forward to launch the sphere. Depending on the charge and the opponent's percent, Shadow Ball can combo into almost any move, including, but not limited to, down tilt, up tilt, grab, forward aerial and dash attack. It can be b-reversed and wavebounced, giving Mewtwo tricky movement mixups to use in all areas of play (e.g. neutral, landing, etc.). Like all of Mewtwo's specials, it can be used to cancel the upward momentum of Mewtwo's double jump. When fully charged, Shadow Ball travels faster, is harder to clank with and can KO at mid-high percents. Because of these attributes, it is one of Mewtwo's best tools in the neutral game.
|nsdesc=Cups its hands to its side and [[bulbapedia:Shadow Ball (move)|creates a large, blackish violet sphere of dark energy]] between its hands, then thrusts its hands forward to launch the sphere. Depending on its charge and the opponent's percent, Shadow Ball can combo into almost any move, including, but not limited to, down tilt, up tilt, grab, dash attack, forward aerial, and up smash, potentially even leading to a KO with the latter two. It can be b-reversed and wavebounced, giving Mewtwo tricky movement mixups to use in the neutral and when landing. Like all of Mewtwo's specials, it can be used to cancel the upward momentum of Mewtwo's double jump. When fully charged, Shadow Ball travels faster, is harder to clank with and can KO at mid-high percents. Because of these attributes, it is one of Mewtwo's best tools in the neutral game.
|ssname=Confusion
|ssname=Confusion
|ssdmg=1.15% (hits 1-7), 1% (throw), 1.4× (reflected projectiles)
|ssdmg=1.15% (hits 1-7), 1% (throw), 1.4× (reflected projectiles)
|ssdesc=Swipes forward to [[bulbapedia:Confusion (move)|emit a ripple of psychic energy]] from its hand. It has impressive utility, courtesy of it functioning as a [[reflector]], a [[Grab#Special_moves_that_can_grab|command grab]] and even as an option when landing, recovering or getting up from the ledge. As a grab, the ripple spins opponents around and leaves them [[tumbling]] at a frame disadvantage dependent on their damage. If used in the air at 140%, it can combo into forward aerial, almost always leading to a KO unless the opponent has a frame 1 combo breaker. It functions as a [[Fall Break]], making it useful for mixing up landings and recovery timings.  
|ssdesc=Swipes forward to [[bulbapedia:Confusion (move)|emit a ripple of psychic energy]] from its hand. It has impressive utility, courtesy of it functioning both as a [[reflector]] and a [[Grab#Special_moves_that_can_grab|command grab]], making it a viable option when landing, recovering or getting up from the ledge. As a grab, the ripple spins opponents around and leaves them [[tumbling]] at a frame disadvantage dependent on their damage. If used in the air at 140%, it can combo into forward aerial, almost always leading to a KO unless the opponent has a frame 1 combo breaker. It functions as a [[Fall Break]], making it useful for mixing up landings and recovery timings.  
|usname=Teleport
|usname=Teleport
|usdmg=—
|usdmg=—
|usdesc={{iw|bulbapedia|Teleport|move}}s to a different location. It is completely invulnerable after frame 9. It has lots of landing lag if Mewtwo Teleports directly back onto the ground, and it grants Mewtwo very limited horizontal momentum if ended in midair. A great recovery move due to its aforementioned intangibility as well as travelling a long distance. It can also function as a landing mixup.
|usdesc={{iw|bulbapedia|Teleport|move}}s to a different location. It is completely invulnerable after frame 9. It has 20 frames of landing lag, making it a potentially effective, albeit punishable escape option when being juggled. It carries Mewtwo's vertical momentum out of a double jump very well, giving it deceptively long recovery distance, though it carries limited horizontal momentum. Its combination of intangibility, long distance, and quick startup makes it a very effective recovery move, which combined with the stalling capabilities of its double jump and other special moves makes it exceedingly difficult to edgeguard.
It can also be used to [[ledge-cancel]], although its precise ledge-canceling window and tendency to "bounce" off surfaces can often cause Mewtwo to overshoot the ledge entirely, leading to accidental [[self-destruct]]s offstage and making it a very risky endeavor.
|dsname=Disable
|dsname=Disable
|dsdmg=1%
|dsdmg=1%
|dsdesc=[[bulbapedia:Disable (move)|Emits a minuscule spark of psychic energy]] from its eyes toward the opponent, [[stun]]ning them. It only works if the opponent is facing Mewtwo and grounded. If the opponent is in the air, they are slightly launched backward with set knockback, instead of being stunned. It is useful at high percentages to guarantee a KO, but difficult to land. Due to being a projectile, Disable can also be reflected. Disable grants intangibility from frames 10 to 16, allowing it to beat out attacks when timed properly.
|dsdesc=[[bulbapedia:Disable (move)|Emits a minuscule spark of psychic energy]] from its eyes toward the opponent, [[stun]]ning them if they are on the ground and launching them backward with weak knockback if they are airborne. It only works if the opponent is facing Mewtwo and will have no effect otherwise, making it useless for punishing back aerials, [[cross-ups]], etc. It stuns the opponent for longer the more damaged they are, allowing it to confirm KOs from as low as 50%. Since opponents face the same direction during all of their getup options, it is more effective at tech-chasing, essentially guaranteeing the power of a charged smash attack with the startup of a forward tilt, though its aforementioned properties make it situational to land otherwise. Due to being a projectile, Disable can also be reflected. Disable grants intangibility from frames 10 to 16, allowing it to beat out attacks when timed properly. Combined with its deceptively long range, it can also be used as a surprise landing option against unaware opponents.
|fsname=Psystrike
|fsname=Psystrike
|fsdmg=40%
|fsdmg=40%
|fsdesc=[[bulbapedia:Mega Evolution|Mega Evolves]] into Mega Mewtwo Y and performs {{iw|bulbapedia|Psystrike|move}}, its {{s|bulbapedia|signature move}} in the ''Pokémon'' games. Psystrike is a powerful sphere of psychic energy that plows through both opponents and walls, and any opponent caught will be stunned before being launched by an intense, mind-shattering blow. Incredible power, KOing at around 50% from center stage.
|fsdesc=[[bulbapedia:Mega Evolution|Mega Evolves]] into Mega Mewtwo Y and performs {{iw|bulbapedia|Psystrike|move}}, its {{s|bulbapedia|signature move}} in the ''Pokémon'' games. Psystrike is a powerful sphere of psychic energy that plows through both opponents and walls, and any opponent caught will be stunned before being launched by an intense, mind-shattering blow. Incredibly powerful, KOing at around 50% from center stage.
}}
}}