Mewtwo (SSB4): Difference between revisions
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|ftiltname= | |ftiltname= | ||
|ftiltdmg=10% (near), 9% (mid), 8% (far) | |ftiltdmg=10% (near), 9% (mid), 8% (far) | ||
|ftiltdesc=Mewtwo swipes its tail forward. Can be angled and has good range, but low knockback. | |ftiltdesc=Mewtwo swipes its tail forward. Can be angled and has good range, but has low knockback. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=6% (nearest), 5% (near), 4% (far), 3% (farthest), 4.5% (farthest hitbox to opponents in front of Mewtwo) | |utiltdmg=6% (nearest), 5% (near), 4% (far), 3% (farthest), 4.5% (farthest hitbox to opponents in front of Mewtwo) | ||
Line 139: | Line 139: | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=5% (near), 4% (far) | |dtiltdmg=5% (near), 4% (far) | ||
|dtiltdesc=Mewtwo crouches and sweeps its tail in a | |dtiltdesc=Mewtwo crouches and sweeps its tail in a semi-circle. Mewtwo's fastest tilt, though severely lacking in knockback. Good as an [[out of shield]] option. | ||
|dashname= | |dashname= | ||
|dashdmg=10% (clean sweetspot), 9% (clean sourspot), 6% (late sweetspot), 4% (late sourspot) | |dashdmg=10% (clean sweetspot), 9% (clean sourspot), 6% (late sweetspot), 4% (late sourspot) | ||
|dashdesc=Mewtwo | |dashdesc=Mewtwo performs a dark energy-infused double palm thrust. Above average knockback. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSB4|19}} (blast), {{ChargedSmashDmgSSB4|15}} (arms) | |fsmashdmg={{ChargedSmashDmgSSB4|19}} (blast), {{ChargedSmashDmgSSB4|15}} (arms) | ||
|fsmashdesc=Mewtwo | |fsmashdesc=Mewtwo performs dark energy-infused double palm thrust. Moderate start-up and endlag, but powerful enough to KO quite reliably. KOs at 114% while the sourspot KOs at 131%. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSB4|1}} (hits 1-6), {{ChargedSmashDmgSSB4|10}} (last hit) | |usmashdmg={{ChargedSmashDmgSSB4|1}} (hits 1-6), {{ChargedSmashDmgSSB4|10}} (last hit) | ||
|usmashdesc=Mewtwo | |usmashdesc=Mewtwo thrusts its arm upwards and conjures a galaxy-shaped swirl of dark energy. Can fail to hit small foes, but the final hit deals the highest knockback any of Mewtwo's smash attacks have. Good for trapping airborne foes, particularly those near the edge. KOs at 107% if all hits connect. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSB4|15}} | |dsmashdmg={{ChargedSmashDmgSSB4|15}} | ||
|dsmashdesc=Mewtwo extends its arm downwards and | |dsmashdesc=Mewtwo extends its arm downwards and launches a burst of dark energy from its fingertip near its feet. Like the forward smash, it is powerful and has the same start-up as its 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 111%. | ||
|nairname= | |nairname= | ||
|nairdmg=1% (hits 1-8), 4% (last hit) | |nairdmg=1% (hits 1-8), 4% (last hit) | ||
|nairdesc=Mewtwo discharges | |nairdesc=Mewtwo discharges electricity around itself before knocking the opponent back on the final hit. 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. | ||
|fairname= | |fairname= | ||
|fairdmg=13% | |fairdmg=13% | ||
|fairdesc= Mewtwo swipes forward. | |fairdesc= Mewtwo swipes forward. It has one frame of start-up as well as high knockback, making it one of Mewtwo's viable KOing options. Although its low range makes it difficult to connect, it can be comboed with a down throw. KOs at 143%. | ||
|bairname= | |bairname= | ||
|bairdmg=13% (near), 11% (mid), 9% (far) | |bairdmg=13% (near), 11% (mid), 9% (far) | ||
|bairdesc=Mewtwo whips its tail behind it. | |bairdesc=Mewtwo whips its tail behind it. It has high disjointed range, but does more damage when the opponent iscloser to Mewtwo's body. | ||
|uairname= | |uairname= | ||
|uairdmg=11% (near), 9% (mid), 7% (far) | |uairdmg=11% (near), 9% (mid), 7% (far) | ||
|uairdesc=Mewtwo does a | |uairdesc=Mewtwo does a backflip and strikes opponents with its tail, similar 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. | ||
|dairname= | |dairname= | ||
|dairdmg=14% (grounded opponents and aerial sourspot), 15% (aerial sweetspot) | |dairdmg=14% (grounded opponents and aerial sourspot), 15% (aerial sweetspot) | ||
|dairdesc=Mewtwo | |dairdesc=Mewtwo performs a downward twisting stomp, creating a trail of negative energy. Fast start-up, low landing lag and high knockback scaling enables it to easily [[meteor smash]] aerial opponents extremely hard even at low percentages, making it one of the best meteor smashes in the game. Grounded opponents are sent diagonally upwards with high knockback, which also makes it one of Mewtwo's viable KOing options. KOing at 134%. | ||
|grabname= | |grabname= | ||
|grabdesc=Mewtwo grabs a nearby opponent with psychokinesis. | |grabdesc=Mewtwo grabs a nearby opponent with psychokinesis. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=2% | |pummeldmg=2% | ||
|pummeldesc=Hits the foe with a small | |pummeldesc=Hits the foe with a small jolt of electricity. Decently fast. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=3% (throw), 2% (Shadow Balls) | |fthrowdmg=3% (throw), 2% (Shadow Balls) | ||
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|bthrowname= | |bthrowname= | ||
|bthrowdmg=10% | |bthrowdmg=10% | ||
|bthrowdesc=Mewtwo telekinetically tosses the opponent behind it. Has | |bthrowdesc=Mewtwo telekinetically tosses the opponent behind it. Has good KOing potential at high percents near the edge. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=12% | |uthrowdmg=12% | ||
|uthrowdesc=Mewtwo uses Psychic to swirl the opponent around its body before launching them upwards. | |uthrowdesc=Mewtwo uses Psychic to swirl the opponent around its body before launching them upwards. It was the strongest up throw in the game until update 1.0.8 when {{SSB4|Charizard}}'s up throw surpassed it when it was [[buff]]ed in that update. Despite this, it is still one of Mewtwo's most viable KOing options, especially during the effects of the [[rage]] mechanic. KOs at 142% against most opponents, although lighter opponents are KO'd even earlier. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=4% (hit 1), 5% (throw) | |dthrowdmg=4% (hit 1), 5% (throw) | ||
|dthrowdesc=Mewtwo slams the opponent to the ground and spins to whip them with its tail. Lowest knockback out of Mewtwo's throws, used mainly to | |dthrowdesc=Mewtwo slams the opponent to the ground and spins to whip them with its tail. Lowest knockback out of Mewtwo's throws, making it used mainly to set up combos into a forward smash, forward tilt or forward aerial. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
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|nsdefname=Shadow Ball | |nsdefname=Shadow Ball | ||
|nsdefdmg=2.5% (minimum charge), 25% (full charge) | |nsdefdmg=2.5% (minimum charge), 25% (full charge) | ||
|nsdefdesc=Mewtwo fires a large, purple | |nsdefdesc=Mewtwo fires a large, dark purple sphere of dark energy. It can be fired immediately or be charged up. While its charge time is quite long, the sphere gains incredible KOing potential upon being fully charge, KOing at 112%. If used in the air, Mewtwo will recoil backwards a great amount, which can help or hinder its recovery. A fully charged Shadow Ball has [[transcendent priority]], but can still cancel out certain projectiles. Does a great amount of [[shield damage]] if fully charged, but not enough to break one. | ||
|nsc1name=N/A | |nsc1name=N/A | ||
|nsc1dmg= | |nsc1dmg= | ||
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|ssdefname=Confusion | |ssdefname=Confusion | ||
|ssdefdmg=≈9.0495% (throw), 1.4x (reflected projectiles) | |ssdefdmg=≈9.0495% (throw), 1.4x (reflected projectiles) | ||
|ssdefdesc=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 followup with other attacks, or reflect projectiles. In the air, the first use gives Mewtwo a slight vertical boost. | |ssdefdesc=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 followup with other attacks, or reflect projectiles. In the air, the first use gives Mewtwo a slight vertical boost, which can help its recovery. | ||
|ssc1name=N/A | |ssc1name=N/A | ||
|ssc1dmg= | |ssc1dmg= | ||
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|usdefname=Teleport | |usdefname=Teleport | ||
|usdefdmg=0% | |usdefdmg=0% | ||
|usdefdesc=Mewtwo disappears | |usdefdesc=Mewtwo disappears and then reappears soon after in a different place. It is completely invulnerable during the move. Has less endlag if warping directly back onto the ground. | ||
|usc1name=N/A | |usc1name=N/A | ||
|usc1dmg= | |usc1dmg= | ||
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|dsdefname=Disable | |dsdefname=Disable | ||
|dsdefdmg=1% | |dsdefdmg=1% | ||
|dsdefdesc=Mewtwo crouches and | |dsdefdesc=Mewtwo crouches slightly and immediately launches a minuscule spark of psychic energy at the opponent, making them [[stun]]ned. Only works if the opponent is facing Mewtwo and is making eye contact with it. If the opponent is in the air, they are knocked back with set knockback. Useful at high percentages to guarantee a KO, but difficult to land. It should be noted that Disable can be [[reflect]]d by a particularly vigilant opponent. | ||
|dsc1name=N/A | |dsc1name=N/A | ||
|dsc1dmg= | |dsc1dmg= | ||
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|fsname=Psystrike | |fsname=Psystrike | ||
|fsdmg=30% | |fsdmg=30% | ||
|fsdesc=Mewtwo Mega Evolves into Mega Mewtwo Y and sends out a | |fsdesc=Mewtwo Mega Evolves into Mega Mewtwo Y and sends out a large, powerful sphere of psychic energy. The blast plows through both foes and walls, and any opponent caught will be stunned before being launched by an intense, mind-shattering blow. | ||
}} | }} | ||
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===On-Screen Appearance=== | ===On-Screen Appearance=== | ||
Mewtwo, removing itself from a large mass of dark energy, falls gently to the ground. It | Mewtwo, removing itself from a large mass of dark energy, falls gently to the ground. It is similar to {{SSB4|Lucario}}'s on-screen appearance with the aforementioned dark energy instead of aura-based enery. | ||
===Idle Poses=== | ===Idle Poses=== |
Revision as of 13:32, September 18, 2015
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), which are removed for international versions. Its phrases, and most of its grunts and other voice clips are inspired from those from Melee.
Attributes
Changes from Melee
Mewtwo was nerfed overall in the transition from Melee to SSB4, despite being largely considered one of the worst characters in Melee. Its combo game, approaching, and survivability were all toned down, with buffs failing to properly compensate.
One of Mewtwo's biggest nerfs in the transition is a large decrease to its already low weight (now being a mere four units heavier than Jigglypuff, with some attacks even KOing Mewtwo slightly earlier) and a slight increase to its already tall hurtbox, making Mewtwo significantly easier to KO than in Melee. Teleport, formerly one of its reliable defensive options, has more landing lag, weakening its mix up utility and its ability to escape pressure. Many attacks additionally have slightly more start up. The loss of wavedashing and double jump canceling also harms Mewtwo, as those aided its combo game and approach ability in Melee. Its grab and throw game has been significantly toned down from one of the best to one the worst in the game; for example, down throw has slightly more end lag, making it even more difficult for Mewtwo to set up combos (being one of the only characters who have down throws that cannot combo properly). Although the new mechanics have helped to create new combos, they do not compensate for loss of Mewtwo's other more reliable setups.
Mewtwo, however, did receive buffs in other areas; such as better aerials and no longer having the worst tech in the game. More specifically, two specials that were previously viewed as useless, Confusion and Disable, 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 his offense, defensive play against projectiles, and assisting in mindgames. However, they are situational and require Mewtwo to successfully read the opponent. Mewtwo's smash attacks were also buffed, with significant increases in knockback being applied to both its forward smash and up smash. Mewtwo additionally can dash faster than in Melee which helps its ground game.
On top of Mewtwo's high-risk, low-reward nature, Mewtwo has no customs, like the other DLC fighters. However, they do not have as much of an issue with this as Mewtwo does: Lucas and Roy have powerful specials which have more utility, speed, reach, power, or comboing ability than Mewtwo's, while Ryu has input commands which boost the utility of his. Meanwhile, Mewtwo has some of the worst specials in all of Smash 4 with no alternatives or ways to improve them whatsoever, leaving much to be desired. Despite the fact that Mewtwo has received marginal buffs since patch 1.0.8 onwards (besides the nerfs to its forward tilt, and more prominently, its up smash), its status in the current metagame remains virtually unchanged.
As a result of its significant flaws from Melee being worsened, Mewtwo has a weak tournament presence (such as being completely absent from EVO 2015), with little to no dedicated mains, most of which play him as a secondary or counterpick, despite the large amount of hype and popularity surrounding the character's return. Mewtwo is unanimously considered the worst out of the four DLC characters, although there is some debate as to how viable it ultimately is.
Aesthetics
- Mewtwo has undergone various changes in its model much like the other playable Pokémon in SSB4. Its proportions more closely resemble its most recent appearance in the core Pokémon games, with a smaller head, lighter skin and more bulbous fingers, which are completely different than that of its existing trophy.
- Mewtwo now has an on-screen appearance.
- Like many characters, Mewtwo's frontside faces the screen regardless of which direction it is looking.
- Mewtwo is overall less vocal, no longer using a sound effect when using battering items.
Attributes
- Mewtwo dashes faster (1.4 → 1.696).
- Mewtwo is significantly lighter (85 → 72), now being the second lightest character in the game, exacerbating what was already one of its biggest flaws.
- Mewtwo's air speed is slightly slower (1.2 → 1.15).
- Mewtwo is slightly taller, making it surprisingly easy to hit and as such, combo despite it being floaty. However, very few attacks have greater reach, and as stated below, it's attacks have poorer hitbox placement, making the increase in height only a detriment.
- Mewtwo's crouch is lower, aiding some defensive options.
- The removal of double jump cancelling improves Mewtwo's recovery, as it can now use aerials or air dodges while keeping its momentum.
- The removal of double jump cancelling impairs Mewtwo's combo ability. As Mewtwo already had one of the best recoveries in Melee, and had its recovery toned down overall in other areas, the removal of DJC does Mewtwo more harm than good.
- Mewtwo can now wall jump.
- Of all the Melee veterans absent from Brawl, the loss of wavedashing has unfavorably affected Mewtwo far more than them. This is because of its very low traction, and like Luigi from Brawl, it has significantly inhibited its approach, where its low traction only does harm, while providing no benefits whatsoever.
- Mewtwo is significantly harmed by the weakening of dash dancing and removal of moonwalking.
- Mewtwo's techs are more traditional in animation, making it harder to tech-chase.
- Several of Mewtwo's attack hitboxes does not match its attack trails.
- Mewtwo's item swings are all different in animation, and its dash swings no longer have unique multi-hit behaviour.
Ground attacks
- Neutral attack (hit 1), forward smash (sweetspot), and down tilt deal less damage.
- Neutral attack comes out 2 frames sooner (8 → 6).
- Neutral infinite now has a finisher where Mewtwo swats its leading hand forward.
- Dash attack animation changed to where Mewtwo slaps inward with its following hand.
- Late hit of dash attack lingers 9 frames shorter.
- Forward tilt comes out 2 frames later (8 → 10). Angled forward tilt lasts 1 frame shorter.
- Down tilt comes out 1 frame later (5 → 6). It also lasts one frame shorter.
- Up tilt comes out 2 frames later (6 → 8).
- Forward smash deals more knockback on both the sourspot and the sweetspot. It lasts 1 frame longer. The latter is also slightly easier to land. Its sourspot deals more damage.
- Forward smash has slightly less range. It also comes out 1 frame later (18 → 19).
- Forward smash's startup animation changed; Mewtwo rears back with its side as opposed to bringing both hands back.
- Up smash deals 1% more damage and is significantly stronger, now being able to KO under 75% when fully charged and all hits land. The first six hits are also harder to escape from.
- Up smash's initial hitbox is significantly smaller, making it harder to land, especially on grounded opponents.
- Down smash has more knockback growth (112 → 118).
- Down smash comes out 1 frame later (20 → 21).
Aerial attacks
- All aerials have less landing lag.
- Neutral aerial has greater knockback than it did in Melee, and the first 7 hits link together better. It also has less landing lag.
- Neutral aerial comes out 2 frames later (5 → 7).
- Neutral, up, and forward aerials deal less damage.
- Forward aerial comes out 1 frame later (6 → 7) and lasts 1 frame shorter. It also now sends opponents at a more diagonal angle, hindering its vertical KO powers. Additionally, it does 1% less damage.
- Forward aerial also has a slightly tweaked animation, where Mewtwo doesn't turn its body as inward towards its slashing direction anymore, and slashes more in a scooping motion.
- Forward aerial has more horizontal range and has better followup knockback.
- Back aerial comes out 1 frame later (12 → 13).
- Up aerial lasts 1 frame longer. It is also a better combo move.
- Up aerial comes out 1 frame later (9 → 10).
- Down aerial comes out 3 frames faster and has better vertical reach. It has also received arguably the biggest power buff on a down aerial, now being able to KO grounded opponents at 140% if sweetspotted, making it one of the game's best aerial attacks.
- Down aerial has a new animation where Mewtwo thrusts down its leading foot more in a more pronounced stomping motion and exudes more darkness visuals.
- Down aerial now has a sourspot that sends opponents upwards and deals 1% less damage, much like other characters with the same changes. However, down aerial's vertical reach enables it to KO very easily around 70% when near the top of the stage.
Throws
- Grab range has been reduced.
- Pummel, down throw, and back throw deal less damage.
- Dash grab comes out 1 frame later (8 → 9).
- Forward throw's projectiles are larger and pass through the thrown opponent, generally making them more reliable (they make a good clearing weapon in Multi-Man Smash for example), but they don't travel as far. The attack as a whole deals more damage (13%, up from 9%).
- Forward throw's animation has changed, where Mewtwo flicks them up and fires the Shadow Ball storm while levitating and having a single leg planted down.
- Mewtwo has a new back throw, which involves throwing an opponent backwards in an underhand motion.
- Back throw is weaker.
- Mewtwo can no longer chain grab with its up or down throws.
- Up throw is weaker, KOing 20-30% later, though it is still one of the strongest up throws in the game. It is also slightly laggier, making it easier to punish Mewtwo at low percentages.
- Down throw is slightly faster and more damaging.
- Down throw has slightly more end lag (though it's still the fastest of its throws), limiting its combo potential set ups, and now requires hard reads. Commonly considered one of the worst down throws in the game, behind Kirby.
- Down throw has a slightly changed animation, which involves Mewtwo doing a front flip instead of a full body spin.
Special moves
- Shadow Ball is much stronger when fully charged and covers more ground.
- Shadow Ball no longer has a hitbox while charging, and takes longer to fully charge.
- Shadow Ball's trajectory is overall more predictable, making it more accurate, but easier to predict and avoid.
- Shadow Ball pushes Mewtwo back even further when fully charged and airborne. While it improves Mewtwo's defensive options and recovery if used correctly, it can increase the risk of accidentally self-destructing off of the stage.
- When Shadow Ball is fully charged, darkness emanates from both of Mewtwo's hands instead of just one.
- Confusion is now a traditional reflector, changing projectiles to Mewtwo's ownership, and increases their damage to 1.4x. Also, it now moves Mewtwo farther in the air, improving it as a recovery option.
- A thrown Confusion deals less damage.
- Confusion deals 8 small hits instead of 1 large hit.
- Confusion is now depicted as a purple wave rather than a flash, resembling the attack in the core games.
- Teleport provides Mewtwo with a small amount of momentum. However, it should be noted that it only confers forward/backward momentum, not vertical momentum.
- Teleport takes slightly longer to start up. It also plays out its momentum-granting endlag even if Mewtwo reappears on the ground, leaving it open for half of a second, and now has a different animation than its airdodge, removing its mindgame potential.
- Due to the increased start up of Teleport, it makes it easier to control the direction Mewtwo teleports.
- Disable now gives more stun and has less lag, making it an excellent move to follow-up into another, and even a great tool to provide KOs through combos.
- Performing Disable on a stunned or airborne opponent no longer launches them or makes them tumble, instead only dealing additional minor damage and minor knockback in the air.
- Disable has a different animation and Mewtwo's eyes now turn green.
- Mewtwo no longer uses a sound effect when using Confusion or Disable.
- Mewtwo, like Dr. Mario and Roy, now has a Final Smash. Mewtwo's is Psystrike, its signature move that was introduced in Pokémon Black and White.
Update History
- Neutral air landing lag: 19 frames → 16 frames
- Up smash's initial hitbox is significantly smaller, making it harder to land, especially against grounded opponents.
- Forward throw's projectiles now deal 2% per hit instead of 1.5%, with the total amount of damage going from: 10.5% → 13%.
- Down Smash has increased knockback growth: 112 → 118, KOing 9% sooner.
- Angled up forward tilt duration has been slightly decreased: 3 frames → 2 frames.
- Air dodging while Mewtwo is holding an item will have the item disappear as well.
Moveset
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 4% | Mewtwo extends its arm and summons repeated pulses of dark energy, finishing with a stronger blast. The first hit can be jab cancelled, which allows Mewtwo to combo it with another neutral or any other attack. | ||
1% (loop), 2% (finisher) | ||||
Forward tilt | 10% (near), 9% (mid), 8% (far) | Mewtwo swipes its tail forward. Can be angled and has good range, but has low knockback. | ||
Up tilt | 6% (nearest), 5% (near), 4% (far), 3% (farthest), 4.5% (farthest hitbox to opponents in front of Mewtwo) | Mewtwo does a flip, striking foes with its tail. Does more damage the closer the opponent is to Mewtwo, has high range, and can hit opponents near Mewtwo's back. Can juggle point blank opponents with two or more hits. | ||
Down tilt | 5% (near), 4% (far) | Mewtwo crouches and sweeps its tail in a semi-circle. Mewtwo's fastest tilt, though severely lacking in knockback. Good as an out of shield option. | ||
Dash attack | 10% (clean sweetspot), 9% (clean sourspot), 6% (late sweetspot), 4% (late sourspot) | Mewtwo performs a dark energy-infused double palm thrust. Above average knockback. | ||
Forward smash | 19% (blast), 15% (arms) | Mewtwo performs dark energy-infused double palm thrust. Moderate start-up and endlag, but powerful enough to KO quite reliably. KOs at 114% while the sourspot KOs at 131%. | ||
Up smash | 1% (hits 1-6), 10% (last hit) | Mewtwo thrusts its arm upwards and conjures a galaxy-shaped swirl of dark energy. Can fail to hit small foes, but the final hit deals the highest knockback any of Mewtwo's smash attacks have. Good for trapping airborne foes, particularly those near the edge. KOs at 107% if all hits connect. | ||
Down smash | 15% | Mewtwo extends its arm downwards and launches a burst of dark energy from its fingertip near its feet. Like the forward smash, it is powerful and has the same start-up as its 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 111%. | ||
Neutral aerial | 1% (hits 1-8), 4% (last hit) | Mewtwo discharges electricity around itself before knocking the opponent back on the final hit. Hitbox stays at Mewtwo's body. It does not have a landing hitbox, meaning opponents could end up close to it if the move ends early, but it is a good move for disrupting opponents regardless. | ||
Forward aerial | 13% | Mewtwo swipes forward. It has one frame of start-up as well as high knockback, making it one of Mewtwo's viable KOing options. Although its low range makes it difficult to connect, it can be comboed with a down throw. KOs at 143%. | ||
Back aerial | 13% (near), 11% (mid), 9% (far) | Mewtwo whips its tail behind it. It has high disjointed range, but does more damage when the opponent iscloser to Mewtwo's body. | ||
Up aerial | 11% (near), 9% (mid), 7% (far) | Mewtwo does a backflip and strikes opponents with its tail, similar 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 and aerial sourspot), 15% (aerial sweetspot) | Mewtwo performs a downward twisting stomp, creating a trail of negative energy. Fast start-up, low landing lag and high knockback scaling enables it to easily meteor smash aerial opponents extremely hard even at low percentages, making it one of the best meteor smashes in the game. Grounded opponents are sent diagonally upwards with high knockback, which also makes it one of Mewtwo's viable KOing options. KOing at 134%. | ||
Grab | — | Mewtwo grabs a nearby opponent with psychokinesis. | ||
Pummel | 2% | Hits the foe with a small jolt of electricity. Decently fast. | ||
Forward throw | 3% (throw), 2% (Shadow Balls) | Mewtwo throws the opponent diagonally in the air before firing five small Shadow Balls at them. These Shadow Balls can be reflected if the opponent wears a Franklin Badge. | ||
Back throw | 10% | Mewtwo telekinetically tosses the opponent behind it. Has good KOing potential at high percents near the edge. | ||
Up throw | 12% | Mewtwo uses Psychic to swirl the opponent around its body before launching them upwards. It was the strongest up throw in the game until update 1.0.8 when Charizard's up throw surpassed it when it was buffed in that update. Despite this, it is still one of Mewtwo's most viable KOing options, especially during the effects of the rage mechanic. KOs at 142% against most opponents, although lighter opponents are KO'd even earlier. | ||
Down throw | 4% (hit 1), 5% (throw) | Mewtwo slams the opponent to the ground and spins to whip them with its tail. Lowest knockback out of Mewtwo's throws, making it used mainly to set up combos into a forward smash, forward tilt or forward aerial. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | Mewtwo levitates and spins around, striking opponents with its tail. | ||
Floor attack (back) Floor getups (back) |
7% | Mewtwo levitates and spins around, striking opponents with its tail. | ||
Floor attack (trip) Floor getups (trip) |
5% | Mewtwo gets up and swipes on both sides. | ||
Edge attack Edge getups |
7% | Mewtwo gets up and swipes its tail in front of itself. | ||
Neutral special | Default | Shadow Ball | 2.5% (minimum charge), 25% (full charge) | Mewtwo fires a large, dark purple sphere of dark energy. It can be fired immediately or be charged up. While its charge time is quite long, the sphere gains incredible KOing potential upon being fully charge, KOing at 112%. If used in the air, Mewtwo will recoil backwards a great amount, which can help or hinder its recovery. A fully charged Shadow Ball has transcendent priority, but can still cancel out certain projectiles. Does a great amount of shield damage if fully charged, but not 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 followup with other attacks, or reflect projectiles. In the air, the first use gives Mewtwo a slight vertical boost, which can help its recovery. |
Custom 1 | N/A | |||
Custom 2 | N/A | |||
Up special | Default | Teleport | 0% | Mewtwo disappears and then reappears soon after in a different place. It is completely invulnerable during the move. Has less endlag if warping directly back onto the ground. |
Custom 1 | N/A | |||
Custom 2 | N/A | |||
Down special | Default | Disable | 1% | Mewtwo crouches slightly and immediately launches a minuscule spark of psychic energy at the opponent, making them stunned. Only works if the opponent is facing Mewtwo and is making eye contact with it. If the opponent is in the air, they are knocked back with set knockback. Useful at high percentages to guarantee a KO, but difficult to land. It should be noted that Disable can be reflectd 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 sends out a large, powerful sphere of psychic energy. The blast plows through both foes and walls, and any opponent caught will be stunned before being launched by an intense, mind-shattering blow. |
Taunts
- Up Taunt: Mewtwo spins around whilst laughing. This taunt returns from Melee.
- Side Taunt: Mewtwo surrounds itself in an aura of dark energy, similar to Lucario's up taunt.
- Down Taunt: Mewtwo faces the camera while its eyes glow, stretches its arm out, and summons a small spark of dark energy while posing similarly to its official art in Super Smash Bros. 4.
On-Screen Appearance
Mewtwo, removing itself from a large mass of dark energy, falls gently to the ground. It is similar to Lucario's on-screen appearance with the aforementioned dark energy instead of aura-based enery.
Idle Poses
- Mewtwo motions towards itself with its arm further from the camera.
- Mewtwo draws its arms toward itself and strikes a pose.
Victory Fanfare
A small excerpt of the Pokémon Red and Blue title theme. Shared with Pikachu, Jigglypuff, Lucario, Charizard, and Greninja.
Victory Poses
- MewtwoPose3WiiU.jpg
- MewtwoPose1WiiU.jpg
- MewtwoPose2WiiU.jpg
Note: Mewtwo speaks during its Japanese victory poses.
- Turns its back to the screen and looks back over its shoulder.
- "私はなぜ ここにいるのか...?", which translates to "Why am I here?"
- Does a single spin and then poses, laughing maniacally while doing so.
- "愚かな!", which translates to "Foolish!"
- Thrusts its hand forward, radiating dark energy.
- "私はまけるわけにはいかない!", which translates to "I cannot lose!"
In Competitive Play
Notable players
Alternate costumes
Trophy
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)
Videos
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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. In turn, both its playable model and the trophy (particularly the former) are also modeled after the first Pokémon movie and differ slightly from Mewtwo's model in Pokémon X and Pokémon Y, which has larger and rounder eyes than either of the two (to match Mewtwo's official art by Ken Sugimori).
- Mewtwo is one of the few characters to not clap for the victor on the result screen, instead folding its arms, showing frustration with its head turned to the side.
- Mewtwo's character in SSB4 (like in Melee) and segments of its trailer makes a reference to the respective Pokémon movies it is seen in:
- One segment makes reference to the first Pokémon movie. It it shown next to Mew in reference to the the Mew Duo, and thus further referenced in one of the pictures seen in Mewtwo's profile on the official website. Its introduction tagline, Mewtwo Strikes Back, is the title of said movie.
- Another segment makes reference to the sixteenth Pokémon movie where Mewtwo can been seen encountering Genesect (who served as the movie's antagonist). In addition, its Boxing Ring tagline and unlock description, "A Legend Reawakened" is a reference to the movie's title, "Genesect and the Legend Awakened."
- As with Roy, Mewtwo's official artwork is posed identically to its official Melee artwork, only slightly altered.
- As Mewtwo is a DLC character, it lacks custom moves. However, prior to version 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 crashed the game, although both variations of Confusion, as well as its third up special (a non-functional version of Disable that sends Mewtwo into its helpless state) and down special (which zooms the camera in on Mewtwo and temporarily slows down time) did not and actually had limited functionality. It is unclear whether the glitch involved accessing "custom moves that are incomplete" or "data that's not supposed to be used for custom moves". While the glitch was removed in version 1.0.7, it was still possible to view replays containing these special moves in-game until version 1.0.8.
- As with other characters, alternate versions of Mewtwo can appear in the Classic and Smash Tour modes of the Wii U version. They use the normal special moves, and so the only difference is its Palette.
- Mewtwo's Alt. Trophy in the Wii U version bears a resemblance to Lucario's Alt. Trophy in the Wii U version; both show the character in a dark alternate costume, charging their neutral special.
- A majority of Mewtwo's animations has it folding its arms: this includes its up taunt, Hammer animation, up tilt, helpless, sleep and teeter animation, and, humorously enough, its Screen KO animation, which shows it splatting onto the screen with its arms folded.
- Mewtwo has only one voice clip when he is KO'd. This is shared with Roy. This is likely a call back to Melee as until Brawl, most characters only had one voice clip when being KO'd, with Dr. Mario being the lone exception to this rule by sharing Mario's KO voice clips.
- Mewtwo is currently the only DLC fighter that has the ability to wall jump.
- Mewtwo and Dr. Mario are also the only returning Melee characters that can wall jump.
- Mewtwo is the only returning Melee character to not receive a new victory pose.
- It is also the only returning Melee character to have a different voice actor.
- Mewtwo's very light weight in SSB4 contradicts its Pokédex information: Mewtwo weighs 269 lbs, outweighing many non-overweight humans. Additionally, in SSB4 Mewtwo is slightly heavier than Jigglypuff by three units, despite the latter weighing 12.1 lbs according to the Pokédex.
- Mewtwo is one of the few characters to have a slightly different damage meter portrait than its official artwork. In its official artwork, its tail is further away from its body, but in-battle and on its portrait in the Super Smash Bros. for 3DS, its tail is closer to its head.
- The official page for Mewtwo's amiibo uses text from its non-fighter trophy rather than its fighter trophy.
References
Fighters in Super Smash Bros. 4 | |
---|---|
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 |