Mewtwo (SSBM): Difference between revisions
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==Gallery== | ==Gallery== |
Revision as of 10:25, July 25, 2024
Mewtwo in Super Smash Bros. Melee | |
---|---|
Universe | Pokémon |
Other playable appearances | in SSB4 in Ultimate |
Availability | Unlockable |
Tier | D (20) (North America) G (21) (Europe) |
Mewtwo (ミュウツー, Mewtwo) is an unlockable character in Super Smash Bros. Melee. It is one of the eleven playable characters that can be unlocked in the game.
Mewtwo is voiced in all regions by Masachika Ichimura, who first voiced the Mewtwo from the Japanese version of Pokémon: The First Movie - Mewtwo Strikes Back. Melee's Mewtwo is the first Pokémon character in Smash to speak a human language; its speaks Japanese in the game's Japanese version.
Mewtwo currently ranks 20th on the Melee tier list, in the D tier, which is its worst placement in the whole series. Its positives include a long and safe recovery, potent chaingrabbing abilities, a large pool of mixup options, decent combo abilities, and among the best throws in the game. This gives it a decent advantage state to utilize and threatening once it begins to combo foes. However, Mewtwo suffers from an unusual combination of being a large target and a lightweight; this, combined with its floatiness, makes it vulnerable to early KOs. Additionally, Mewtwo lacks safe and reliable KOing options, with most of them having little reach, and many weak attacks, giving it relatively fewer approach and offensive options as other characters.
How to unlock
Mewtwo must be defeated in battle before it can be unlocked. There are two ways the player can encounter Mewtwo:
- One way is by playing 20 hours of VS. matches. The time is reduced by the number of human players in said matches; 1 player requires 20 total hours, 2 players require 10 total hours, 3 players require 6 hours and 40 minutes, and 4 players require 5 total hours. The time can be further reduced to 4 hours by playing Lightning Melee, which speeds up the in-game timer to 125% of normal speed. If this method is used and certain other fighters' VS. match quotas are met, then they must be defeated before Mewtwo can be fought.
- Another way is by playing 700 VS. matches to completion. If this method is used, fighters with lower VS. match quotas must be unlocked before Mewtwo can be fought.
When fought, Mewtwo appears on Final Destination, with the music from Poké Floats playing. If either encounter method was used and the player fails to defeat Mewtwo, the player can re-fight it by playing another VS. match to completion.
Attributes
Mewtwo defies any typical character archetype; despite being a big target with some powerful moves and a very high air speed, Mewtwo has a rather slow dash, a low weight and a low falling speed. As a result of these traits, Mewtwo has among the longest wavedashes in the game, but a very poor SHFFL, despite its low lag and high speed aerials. Mewtwo also can effectively moonwalk, potentially aiding its edgeguard game.
Among Mewtwo's primary strengths is its versatile grab game. Despite possessing a merely average grab range, Mewtwo's throws can serve a variety of purposes; its forward throw is good for racking up damage or starting combos, while its down throw can potentially start chainthrows or be used as potential combo starters in tandem with one of its tilts. Mewtwo's back and up throws are also among the most powerful in the game, and both can KO reliably on some characters at 100%; the differences in their trajectories also gives Mewtwo varied options against both fast fallers and floaty characters (the up throw works better against the latter, while the back works better against the former).
Mewtwo also has interesting approach and combo options. Despite having among the worse SHFFLs, Mewtwo's high air speed, low falling speed, and fast, low lag, high hitstun aerials also gives it plenty of options in the air, easily and effectively comboing against many characters. Mewtwo can also perform double-jump cancels, which, when combined with L-Cancelling, is an exceptional substitute for SHFFLing, as Mewtwo can quickly perform a Forward Aerial and follow up with another option. Mewtwo also has a very long wavedash (the third longest in the game), making techniques such as wave-smashing and wave-grabbing considerably more useful for Mewtwo.
Mewtwo also has rather good range. Its forward smash can extend relatively far, and all of its tilts have long, disjointed hitboxes, allowing Mewtwo to effectively attack from a distance, especially when compounded with its long wavedash. Mewtwo also has one of Melee's strongest projectiles in Shadow Ball. When fully charged, it can KO reliably at roughly 100%; its jagged path also can make it difficult to dodge, and its recoil can potentially extend Mewtwo's recovery.
Mewtwo also has an outstanding recovery. While it cannot harm edgehoggers, a combination of a low falling speed, a high air speed, among the best jumping prowess, and long distance with its Teleport give Mewtwo a very long and safe recovery. Additionally, its neutral aerial slightly slows down its movement in the air, and slightly charged Shadow Balls can give recoil sufficient enough to send Mewtwo backwards a good distance. Lastly, its Confusion attack can act as a second jump (when used in the opposite direction of its momentum) and Disable can be used to stall its descent.
Mewtwo's biggest flaw is its frailty. A combination of a large frame and floatiness makes Mewtwo easy to juggle and KO. Mewtwo's defense game is also mixed; its air dodge makes it invisible and opponents cannot guess where it will appear and its rolling dodges are fast and cover much distance, but Mewtwo's large frame makes it prone to shield stabbing, and its spot dodge is also rather poor. Mewtwo also has possibly the worst tech ability in the game; although its rolling tech covers a long range, it is very slow compared to that of other characters, and as a consequence, Mewtwo is particularly easy to tech-chase.
Mewtwo also suffers from a lack of reliable KO options; all of its strongest moves have either poor range or low speed. Its back and up throws are powerful, but they require Mewtwo to grab the opponent first, and the latter throw's KOing capabilities are extremely dependent on the opponent's falling speed (for example, Fox and Falco would survive the longest despite having the third highest vertical endurance). While having a wide variety of other KO potential attacks, most of its attacks suffer from range and/or speed problems, such as its forward air, down smash, down air, and Shadow Ball. Mewtwo also has highly situational specials. While Confusion can temporarily distract opponents, it has high ending lag and relatively little use; additionally, while it can reflect projectiles, they still remain property of the original character's (meaning they won't hurt whoever it came from). Disable only works in close ranges, and cannot combo effectively into other attacks.
Version history
NTSC 1.01
- Fixed the Shadow glitch.
Moveset
For a gallery of Mewtwo's hitboxes, see here.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | Dark Flash (ダークフラッシュ) / Dark Flame (ダークフレイム) | 6% | Mewtwo emits a pulse of dark energy out of its hand, which can be followed up by repeated blasts of shadow energy. The first hit can both be canceled, and can lock opponents. | |
2% (loop) | ||||
Forward tilt | Tail Whip (テイルウィップ) | 10% (near), 8% (mid), 5% (far) | Mewtwo flicks its tail forward. It has rather low startup and good disjointed range, making it a good spacing tool. Can be aimed up or down. | |
Up tilt | Flip (フリップ) | 10% (near), 8% (mid), 6% (far), 5% (tip) | Mewtwo backflips and swings its tail. It deals more damage to opponents near Mewtwo. It is a good combo starter, great for juggling. | |
Down tilt | Tail Sweep (アンダースラップ, Under Slap) | 9% (near), 8% (mid), 5% (far) | Mewtwo spins once, sweeping its tail in a low profile. Has a disjointed hitbox. It is a reliable combo starter that can lead into many of its moves. | |
Dash attack | Dark Torch (ダークトーチ) | 9% (clean), 6% (late) | Holds its arms out while sliding, inflicting damage with shadow energy. Rather long ending lag. | |
Forward smash | Shadow Blast (シャドーブラスト) | 20% (blast), 12% (arms) | Thrusts both arms forward, releasing a pulse of shadow energy. Similar to Mario's forward smash, with the sweetspot being the blast itself. Fairly good range and damage, but rather low knockback. The sweetspot has transcendent priority. | |
Up smash | Galaxy Force (ギャラクシーフォース) | 1% (hits 1-6), 10% (hit 7) | Holds its palm up, summoning a large, dark vortex above itself that hits multiple times. Can easily be SDI'd out of, and deals rather low knockback. The last hit of the attack can KO around 120%, but can be difficult to land. | |
Down smash | Shadow Bomb (シャドーボム) | 15% | Extends its arm downwards and summons an explosion of shadow energy at its feet. Good knockback and speed, with moderate range and a good edgeguard and or combo finisher; however, it has the unusual property of only hitting in front of Mewtwo. This attack has transcendent priority. In terms of starting lag, it is the slowest down smash in the game (hits on frame 20), though its ending lag is very low. | |
Neutral aerial | Body Spark (ボディスパーク) | 1-2% (hits 1-8), 4% (hit 9 & landing) | Releases a long lasting shock out of its body. Good punishing option and great OoS option. Good damage if the entire attack hits, as well as good combo extender. Also slows down Mewtwo's falling speed slightly, making it useful for recovery. | |
Forward aerial | Shadow Scratch (シャドースクラッチ) | 14% | Swipes its left arm forward, engulfed with shadow energy. High vertical knockback, useful for combos, juggling, and KOs, but mediocre range. Can lead into an up tilt if DJC'd, depending on the character. Can KO at 120%. | |
Back aerial | Tail Flick (テールフリック) | 13% (near), 11% (mid), 9% (far) | Whips its tail behind itself. Decent range and is a decent wall of pain technique. Deals more damage if the opponent is closer to Mewtwo's body. | |
Up aerial | Somersault Kick (サマーソルトキック) | 10% (near), 12% (mid), 14% (far) | Flips upward, hitting with its tail. A good juggling move. Deals more damage if the opponent hits the tip of Mewtwo's tail. | |
Down aerial | Meteor Kick (メテオキック) | 14-16% | Flips backward and stomps downwards. Acts as a meteor smash, albeit a very weak one. However, due to its low ending lag and Mewtwo's stellar recovery, it is a low-risk option offstage. | |
Grab | Psychic (サイコキネシス, Psychokinesis) | — | ||
Pummel | Dark Shock (ダークショック) | 3% | Mewtwo zaps the opponent in its grasp. Moderately slow. | |
Forward throw | Shadow Cannon (シャドーマシンガン, Shadow Machine Gun) | 3% (throw), 2% (Shadow Balls) | Mewtwo throws its foe diagonally forward and then shoots five small Shadow Balls (which can be absorbed and reflected). Great damage racker if used against a wall or overhang but can be SDI'd out of. The speed which the Shadow Balls are fired is dependent on the opponent's weight. | |
Back throw | Telekinesis (テレキネシス) | 8% (collateral), 11% (throw) | Mewtwo telekinetically tosses its opponent behind itself. One of the strongest back throws in the game, among its best KO moves, being the third strongest back throw (only losing out to Dr. Mario and Ness) | |
Up throw | Psychic Whirlwind (ワールスロー, Whirl Throw) | 12% | Mewtwo uses Psychic to swirl the opponent around its body before launching them upwards. The strongest up throw in the game and the strongest throw in Melee overall (being even stronger than Ness's back throw), being one of Mewtwo's best KO moves, which begins KO'ing at around 120%. At low percentages, it can chaingrab fast fallers and can lead into forward aerial to regrab on Fox/Falco. | |
Down throw | Tail Slap (テールスラップ) | 5% (hit 1), 6% (throw) | Mewtwo throws the enemy down and strikes them with its tail. Can reliably lead into follow-ups, usually forward aerial. Can be used to chaingrab large characters like Bowser. The tail can hit nearby opponents. | |
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% (tail), 5% (sides) | Mewtwo telekinetically gets itself up and spins around with its tail extended. Anyone who comes in contact with Mewtwo's body will be shocked. | ||
Floor attack (back) Floor getups (back) |
6% (tail), 5% (sides) | Mewtwo telekinetically gets itself up and spins around with its tail extended. Anyone who comes in contact with Mewtwo's body will be shocked. | ||
Edge attack (fast) Edge getups (fast) |
6% (body), 8% (tail) | Mewtwo flips onto the stage, using its tail to attack. | ||
Edge attack (slow) Edge getups (slow) |
10% | Mewtwo telekinetically walks on the side of the stage, then jumps on the stage and swipes its hand forward. | ||
Neutral special | Shadow Ball | 3-25%, 2% (charge hits) | Mewtwo concentrates shadow energy into a large sphere, which can be canceled partway by pressing either the L or the R button. The attack itself is a powerful projectile that travels in a wavy path, exploding when it comes to contact with a surface (though the explosion doesn't do anything). If used in the air, Mewtwo will recoil backwards a great amount, which can help or hinder its recovery. | |
Side special | Confusion | 10% | A grab that spins foes around, flipping them. This is very punishable, as its htistun is so low that every character in the game can connect with a back aerial before Mewtwo can act. The attack also reflects projectiles, but this has a fatal flaw: the projectile's ownership does not change. This means that only projectiles that would normally hurt the user would feel any effects of this. | |
Up special | Teleport | - | Mewtwo quickly vanishes and reappears in a different location. Can be directed with the control stick. Mewtwo is completely invulnerable during the move. | |
Down special | Disable | 1% | Mewtwo shoots out a short beam from its eyes forward, stunning any opponents who make eye contact with Mewtwo. If the move is performed whilst the character is already dazed, he or she will be launched. If the move hits an opponent in the air, they will take no knockback, but will be put in their tumbling state. This attack can be reflected and has transcendent priority. |
Battering item special moves
For its dash attack while holding a battering item, Mewtwo spins the item in front of itself for a total of 20 possible hits, overall dealing more damage but much less knockback than other characters' dash attacks. Unlike most characters' dash attacks, Mewtwo's dash attack while holding a Lip's Stick does not produce any of the "magic dust" that Flowers the opponent.
Stats
NTSC
Stats | Weight | Dash speed | Walk speed | Traction | Air friction | Air speed | Air acceleration | Gravity | Falling speed | Jumpsquat | Jump Height | Double jump Height |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Value | 85 | 1.4 – Initial dash 1.4 – Run |
1.0 | 0.04 | 0.016 | 1.2 | 0.02 – Base 0.03 – Additional |
0.082 | 1.5 – Base 2.3 – Fast-fall |
5 | 33.408 - Base 12.654 - Short hop |
? |
PAL
Stats | Weight | Dash speed | Walk speed | Traction | Air friction | Air speed | Air acceleration | Gravity | Falling speed | Jumpsquat | Jump Height | Double jump Height |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Value | 85 | 1.4 – Initial dash 1.4 – Run |
1.0 | 0.04 | 0.016 | 1.2 | 0.02 – Base 0.03 – Additional |
0.082 | 1.5 – Base 2.3 – Fast-fall |
5 | 33.408 - Base 12.654 - Short hop |
? |
Announcer call
Taunt
- Crosses its arms and spins in midair, laughing sinisterly.
Idle poses
- Slowly rises its hand towards the face, clenching its fist.
- Crosses both its arms, then moves them outward.
Crowd cheer
English | Japanese | |
---|---|---|
Cheer | ||
Description | Mewwww-two! | Mewwww-two! |
Pitch | Group chant | Group chant |
Victory poses
- Thrusts its hand forward, radiating dark energy, and groans.
- Crosses its arms then turns its back to the screen, looking over its shoulder laughing. "私はなぜ ここにいるのか...?", which translates to "Why am I here...?" or "愚かな!", which translates to "Foolish!"
- Spins around and ascends, laughing.; "私はまけるわけにはいかない!", which translates to "I cannot lose!"
In competitive play
Most historically significant players
- See also: Category:Mewtwo players (SSBM)
- iori - A player with many secondaries, with Mewtwo being one of his most notable. He won Intimikill 2 using exclusively Mewtwo, being the one of the few times the character has won a somewhat notable tournament in Melee's history. He also placed 33rd at GENESIS with solo Mewtwo.
- Taj - Considered to be the best Mewtwo player of all time, created the influental Shadowclaw combo video. He holds some of the best Mewtwo results with 13th at EVO 2013 and 17th at Apex 2010, as well as 33rd at GENESIS 9 which is the best Mewtwo result seen in the Post-Slippi era.
- Zoma - Best Mewtwo player in Japan and among the best in the world, though is currently inactive. Regionally has shown good results with the character with 7th at KSB 2016 and wins over players such as Shippu and has travelled internationally with 33rd at Super Smash Con 2016, beating Cyrain and TheSWOOPER in his path.
Tier placement and history
Mewtwo has traditionally placed very low in tier lists, with a minuscule playerbase dedicated to using it. It was initially seen as the worst character in the game, according to the first tier list (dated October 2002), and hovered around the bottom 4 spots for many years, once even falling back into last place (eighth tier list; July 2006). Many competitive players immediately noticed its unfavorable combinations of being a floaty lightweight without many KO moves, awkward neutral game and hitbox placements, and poor disadvantage state, and simply wrote Mewtwo off.
Mewtwo eventually moved out of the bottom tier due to increasing tournament placings by Taj, who would not only eventually be considered the best Mewtwo player of all time, but become one of the best players in the world in his prime. However, Taj's success as a player was not anchored on Mewtwo alone - he relied almost exclusively on his co-main Marth late into brackets unless he knew his opponent to be very unfamiliar with the Mewtwo matchup. This indicated that even back then, Mewtwo was not viable as a solo main and faltered at the highest level.
Eventually, Taj would become far less active, leaving the character without good representation for several years. However, players such as Zoma and Leffen have recently represented Mewtwo in larger competitive tournaments, despite not reaching the same success as Taj. Mewtwo still sits at 20th place on the most recent tier list; with these two players innovating with the character, the competitive Melee community recognizes that Mewtwo has some potential despite its tier placement. However, it is unlikely that this will carry Mewtwo much higher than it currently is.
In 1-P Mode
In Classic Mode
Mewtwo can appear in Classic Mode as an ordinary opponent, as an ally or in a team with Ness or Bowser in team battles or as a metal character in the penultimate stage. In Mewtwo's appearances, it either appears on Pokémon Stadium or Final Destination, with the Poké Floats theme playing; when fighting alongside Ness, however, it appears in Fourside, and when fighting alongside Bowser, it appears on Battlefield.
In Adventure Mode
Adventure Mode makes no concessions to Mewtwo when it is unlocked, making it the only Pokémon character that does not appear alongside the many Pikachus in Stage 7.
In All-Star Mode
In All Star Mode, Mewtwo and its allies are fought on Battlefield, as all other Pokémon stages are already used by Pikachu and Jigglypuff. On the stage, the music from Poké Floats plays.
In Event Matches
Mewtwo appears in the following Event Matches:
- Event 40: All-Star Match 4: Mewtwo is the fourth opponent fought in this series of staged battles. The selected character battles it on the Final Destination stage with a stock of 2 while Mewtwo has 1. With a timer of four minutes, the player must defeat it and the other four characters one-by-one with the overall time and damage: Marth, Luigi, Jigglypuff, and Mr. Game & Watch.
- Event 44: Mewtwo Strikes!: In this event, the player is initially placed on Battlefield, against Zelda. After fifteen seconds, however, Mewtwo appears on stage and will fight the player. The player's goal is to KO Mewtwo; while Zelda can be attacked, KOing her will result in failure.
- Event 51: The Showdown: In the game's final event match, the player must fight against a team consisting of Mewtwo, Ganondorf and Giga Bowser. All characters have three lives, with no time limit.
Ending images
Trophies
In addition to the normal trophy about Mewtwo as a character, there are two trophies about it as a fighter, unlocked by completing the Adventure and All-Star Modes respectively with Mewtwo on any difficulty:
- Mewtwo
- (1.0/1.01) A genetically created Pokémon, Mewtwo is the result of many long years of research by a solitary scientist. Although Mewtwo was cloned from the genes of the legendary Pokémon Mew, its size and character are far different than its ancestor. Its battle abilities have been radically heightened, making it ruthless.
- (1.02) A genetically created Pokémon, Mewtwo is the result of many long years of research by a solitary scientist. Although Mewtwo was bio-engineerd from a fossil of the legendary Pokémon Mew, its size and character are far different than its ancestor. Its battle abilities have been radically heightened, making it ruthless.
- A genetically created Pokémon, Mewtwo is the result of many long years of research by a solitary scientist. Although Mewtwo was born from the genes of the legendary Pokémon Mew, its size and character are far different than its ancestor. Its battle abilities have been radically heightened, making it ruthless.
- Pokémon Red & Blue (9/98)
- Mewtwo [Smash]
- As Mewtwo relies mostly on its powerful brain, there are times when it scarcely uses its arms and legs. Since Mewtwo spends much of its time floating, it flies far when struck. Shadow Ball traces a jagged path once released: the longer Mewtwo holds it, the more powerful it becomes. Mewtwo uses Confusion to spin its foes around.
- B: Shadow Ball
- Smash B: Confusion
- Mewtwo [Smash]
- Mewtwo is definitely not a speedy character, but its ESP-powered grab and throw moves are comparatively strong. Teleport has a short range, but doesn't leave it open to attack. It's best used as an escape move during disturbances. Mewtwo can daze a foe if it makes eye contact and uses Disable; the move is useless unless Mewtwo is facing its enemy.
- Up & B: Teleport
- Down & B: Disable
Alternate costumes
File:MewtwoHeadyellowSSBM.png
Gallery
Trivia
External links
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