Mewtwo (SSB4): Difference between revisions
(Source for speed values: Kurogane Hammer. It seems these are Mewtwo's new walk, air and dash speed values, though they're still testing. I also gave Mewtwo a more apropiate attributes section. Sort of...) |
SmashOffical (talk | contribs) (Mewtwo was edited more.) Tag: Mobile edit |
||
Line 56: | Line 56: | ||
*{{buff|Mewtwo can now [[wall jump]].}} | *{{buff|Mewtwo can now [[wall jump]].}} | ||
*{{buff|Mewtwo's [[tech]]s' animations are more traditional, making it harder to be [[tech-chase]]d.}} | *{{buff|Mewtwo's [[tech]]s' animations are more traditional, making it harder to be [[tech-chase]]d.}} | ||
*{{nerf| | *{{nerf|Mewtwo's tail attacks do not match its attack trails.}} | ||
*{{change|Item swings have different animations and dash swings no longer have a multiple hit behavior.}} | *{{change|Item swings have different animations and dash swings no longer have a multiple hit behavior.}} | ||
Line 63: | Line 63: | ||
*{{nerf|Neutral attack's first and loop hits deal less damage (6% → 4% (first hit), 2% → 1% (loop)).}} | *{{nerf|Neutral attack's first and loop hits deal less damage (6% → 4% (first hit), 2% → 1% (loop)).}} | ||
*{{change|Neutral infinite's animation has been slightly changed. Mewtwo now moves its body and its attacking arm is slightly bent instead of pointing straight forward.}} | *{{change|Neutral infinite's animation has been slightly changed. Mewtwo now moves its body and its attacking arm is slightly bent instead of pointing straight forward.}} | ||
*{{change|[[Dash attack]]'s animation has slightly changed.}} | *{{change|[[Dash attack]]'s animation has slightly changed. Mewtwo now does an inward slap with its following hand.}} | ||
*{{nerf|Dash attack's late hit's lingering time is 9 frames shorter.}} | *{{nerf|Dash attack's late hit's lingering time is 9 frames shorter.}} | ||
*{{nerf|[[Forward tilt]] comes out 2 frames later (frame 8 → 10) and lasts 1 frame shorter.}} | *{{nerf|[[Forward tilt]] comes out 2 frames later (frame 8 → 10) and lasts 1 frame shorter.}} | ||
Line 91: | Line 91: | ||
*{{buff|Near [[up aerial]] deals 1% more damage (10% → 11%). It also lasts 1 frame longer, and has better combo potential than it did in ''Melee''.}} | *{{buff|Near [[up aerial]] deals 1% more damage (10% → 11%). It also lasts 1 frame longer, and has better combo potential than it did in ''Melee''.}} | ||
*{{nerf|Mid and far up aerial deals less damage (11% → 10% (mid), 14% → 9% (far)). It also comes out 1 frame later (frame 9 → 10).}} | *{{nerf|Mid and far up aerial deals less damage (11% → 10% (mid), 14% → 9% (far)). It also comes out 1 frame later (frame 9 → 10).}} | ||
*{{change|Up aerial's sweetspot is now placed near Mewtwo's body as opposed to the tip of its tail.}} | *{{change|Up aerial's sweetspot is now placed near Mewtwo's body as opposed to the tip of its tail, no longer having a tipper.}} | ||
*{{buff|[[Down aerial]] is significantly more powerful, now able to KO grounded opponents at around 134% when sweetspotted and its [[meteor smash]] is significantly stronger, no longer being one of the worst meteor smashes in ''Melee'' and now it is considered one of the best down aerials and meteor smashes in the game. It also comes out 3 frames faster (18 frames → 15), lasts 2 frames longer (2 → 4) and has increased vertical range below it.}} | *{{buff|[[Down aerial]] is significantly more powerful, now able to KO grounded opponents at around 134% when sweetspotted and its [[meteor smash]] is significantly stronger, no longer being one of the worst meteor smashes in ''Melee'' and now it is considered one of the best down aerials and meteor smashes in the game. It also comes out 3 frames faster (18 frames → 15), lasts 2 frames longer (2 → 4) and has increased vertical range below it.}} | ||
*{{nerf|Aerial sweetspotted down aerial deals 1% less damage (16% → 15%).}} | *{{nerf|Aerial sweetspotted down aerial deals 1% less damage (16% → 15%).}} | ||
Line 105: | Line 105: | ||
*{{change|Forward throw's animation has been changed. Mewtwo now levitates and has a single leg planted down during the throw.}} | *{{change|Forward throw's animation has been changed. Mewtwo now levitates and has a single leg planted down during the throw.}} | ||
*{{nerf|[[Back throw|Back]] and [[down throw]]s deal less damage (11% → 10% (back), 11% → 9% (down)).}} | *{{nerf|[[Back throw|Back]] and [[down throw]]s deal less damage (11% → 10% (back), 11% → 9% (down)).}} | ||
*{{change|Back throw has a new animation. Mewtwo now throws an opponent | *{{change|Back throw has a new animation. Mewtwo now throws an opponent in a backhanded motion without looking behind itself. Mewtwo also levitates while using it.}} | ||
*{{nerf|[[Up throw]] is weaker, KOing 20-30% later. Despite this, it is still | *{{nerf|[[Up throw]] is weaker, KOing 20-30% later. Despite this, it is still the strongest up throw in the game. It also has slightly increased lag, making it more punishable at low percents.}} | ||
*{{buff|[[Down throw]] is slightly faster.}} | *{{buff|[[Down throw]] is slightly faster.}} | ||
*{{nerf|Down throw has slightly increased ending lag, limiting its combo potential and set-ups, and now requiring hard reads. As a result, it is considered one of the worst down throws in the game.}} | *{{nerf|Down throw has slightly increased ending lag, limiting its combo potential and set-ups, and now requiring hard reads. As a result, it is considered one of the worst down throws in the game.}} | ||
Line 115: | Line 115: | ||
*{{buff|Fully charged [[Shadow Ball]] is much stronger and has increased range.}} | *{{buff|Fully charged [[Shadow Ball]] is much stronger and has increased range.}} | ||
*{{nerf|Shadow Ball's charging time has increased and it no longer has a hitbox while charging.}} | *{{nerf|Shadow Ball's charging time has increased and it no longer has a hitbox while charging.}} | ||
*{{change|Shadow Ball's movement pattern | *{{change|Shadow Ball's movement pattern goes in more of a straight line. While this increases its accuracy, its trajectory is more predictable.}} | ||
*{{change|Shadow Ball pushes Mewtwo back | *{{change|Shadow Ball pushes Mewtwo back further when fully charged, especially in midair. While it improves Mewtwo's defensive options and recovery if used correctly, it can also increase the risk of it accidentally self-destructing while off-stage.}} | ||
*{{change|Darkness emanates from both of Mewtwo's hands instead of just one while saving a fully charged Shadow Ball.}} | *{{change|Darkness emanates from both of Mewtwo's hands instead of just one while saving a fully charged Shadow Ball.}} | ||
*{{buff|[[Confusion]] now behaves like a traditional [[Reflection|reflector]], as it changes reflected projectiles to Mewtwo's ownership and it has a damage multiplier (1.4x). Aerial Confusion gives Mewtwo a slight vertical boost after its first use, which slightly improves Mewtwo's vertical recovery.}} | *{{buff|[[Confusion]] now behaves like a traditional [[Reflection|reflector]], as it changes reflected projectiles to Mewtwo's ownership and it has a damage multiplier (1.4x). Aerial Confusion gives Mewtwo a slight vertical boost after its first use, which slightly improves Mewtwo's vertical recovery.}} |
Revision as of 08:51, December 23, 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), though they were removed for international versions. Its phrases, and most of its grunts and other voice clips, are inspired by those from Melee.
Attributes
Mewtwo's characteristics are very polarized: it posseses very fast dashing and air speeds (with the latter being the third highest), making it a very mobile character, which is complemented by its above average damage output. However, it is the second lightest character in the game, and despite its amazing air speed and floaty nature, it has the third lowest air acceleration and average gravity and falling speeds, along with being very easy to combo due to its very tall frame. Thus, while Mewtwo is the most mobile lightweight, it is one of the frailest ones. A majority of Mewtwo's attacks also make use of its tail, giving it good reach as a result. Nonetheless, its tail attacks deal more damage if used up close (contrary to the aforementioned perk) and are moderately slow, making them easily punishable if dodged or shielded.
As its fighter trophy states, its throws are among the most powerful in SSB4, giving Mewtwo a very reliable grab game despite it being toned down from Melee. Its forward throw has a very high damage output that makes it very useful to refresh its most stale moves if not DId, as well as being a good damage racker in general. Its back and up throws are among the strongest throws in the game, making them reliable KO moves. Despite its down throw's combo potential being toned down from Melee, it can still lead into a plethora of moves if the opponent does not react properly. Lastly, its grab range is decent as well as disjointed, while its pummel has decent speed, making it a good pummel before throwing opponents for a KO at high percents.
Its grounded game is decent, with its most notable moves being its jab, down tilt and its smash attacks. Mewtwo's jab has good interruptibility, allowing for a good jab cancel at close range, which can lead into a grab or Disable, with the latter giving Mewtwo a near guaranteed follow-up after it. Its tilts are rather polarized: forward tilt is the slowest out of the three, but its good range makes it useful for spacing. Up tilt is the most gimmicky out of the three, as it can lead into another move afterwards, but its hitbox has low range despite its trail, as well as having a sourspot that makes it punishable as well as not giving Mewtwo any follow-ups. Down tilt is the best out of the three, as it can open a combo at low percents and comes out the fastest of the three. Dash attack has good range and knockback that makes it hard to punish if not shielded, even if late. Finally, its smash attacks have good power, most notably up smash, which has the most power out of the three, comes out the fastest, and serves as a good anti-air option, especially against poorly executed stall-then-fall moves.
While its grounded game is decent, its offstage game is pretty formidable, with it being its greatest strength: its aerial game has a high damage output and all of its moves have their utility. Neutral aerial serves as a good move that can interrupt opponents attempt to approach Mewtwo, as well as having low landing lag that gives it some followups. Back aerial has high range that is slightly disjointed, and despite its somewhat slow startup, it is useful for spacing and edgeguarding should forward aerial be outclassed when against a fighter with longer range on it like Sheik. Its down aerial has amazing powerand despite its slow startup, is a good out of shield option and KOing option both offstage and onstage, as well as meteor smashing aerial foes. Forward and up aerials have great combo potential at low percents and high KO power for at high ones, especially forward aerial. Lastly, Mewtwo can easily recover due to its versatile, long, safe and difficult-to-counter recovery, having many options to extend it as well as one of the highest reaching midair jumps, making Mewtwo difficult to edgeguard.
Finally, its special moveset is a bit polarized: Shadow Ball, Mewtwo's neutral special, is one of its most viable KOing options when fully charged, as well as being capable of breaking shields if it is reflected. The movement recoil can also result in an unintended attempt to hinder or be used as a clever method of aiding Mewtwo's recovery. Teleport has more endlag, momentum, and start-up than in Melee, and while these traits make it generally more risky to use when warping to the floor due losing its ability to play mindgames, it is still useful due to its range and because it renders Mewtwo invulnerable for a split second, as well as giving it huge horizontal momentum. Confusion and Disable, both of which were notorious in Melee for being virtually useless, have been buffed considerably and now provide help Mewtwo offensively as well as defensively. Confusion is now a proper reflector, which helps Mewtwo deal with zoning-oriented characters. It also provides Mewtwo a slight vertical boost when used in midair, which further helps its recovery, and can help Mewtwo lead into a follow-up, though this is very situational. Disable now immobilizes the opponent longer and has decreased cooldown. Additionally, all characters now perform an animation when snapping out of it, essentially giving Mewtwo a cue when to unleash an attack. These modifications make it a better special attack to use, as Mewtwo can catch a foe by surprise in close combat and then either start any manner of combos or simply finish them off if they are sufficiently damaged enough. Even so, its slow startup as well as ability to get reflected makes it situational at best. Lastly, Mewtwo, along with the rest of the returning Melee veterans, has a Final Smash: Psystrike. It is a large sphere of psychic energy that briefly slows down time upon being launched. When coupled with its ability to bypass walls and its strong launching power, it is a useful KOing option on free-for-alls.
Despite Mewtwo's strenghts, it has notable weaknesses that are very easy to exploit: like Fox, the most notable of them is its frailty. Mewtwo's tall frame combined with its low weight makes it very easy to KO, but its tall frame coupled with its average falling speed and high enough gravity make Mewtwo an easily character to combo at the same time. This leads into Mewtwo being easily brought to KO percents from a single combo or string of attacks, with a strong move being all it takes to finish it off. However, unlike Fox, it is also susceptible to juggling due to its gravity being low enough and its moves being unsafe, giving Mewtwo a very unsafe landing when not taking into account Teleport. Despite its special moveset being significantly buffed from Melee, its special moveset still has some faults: despite a significant buff in its utility against zoning, Confusion's utility is only noticeable against these type of characters, making it a bit inferior offensively-wise than other reflectors like Falco's Reflector, who can use his own as a poking option; and while Disable has been significantly buffed as well, its range is poor and can be reflected by other characters, which can subsequently follow-up with a punish powerful enough to bring Mewtwo into KO percents. Mewtwo's KOing prowess is a bit poor, as while its smash attacks and Shadow Ball are stronger, and its forward and up aerials have good KO potential, they are easy to telegraph due to their slow startup, poor range except Shadow Ball, and Mewtwo's general lack of reliable setups. While Mewtwo's reach is impressive, several of its hitboxes do not match their trails, which can sometimes leave him easily spaced by characters such as Marth. Some of other Mewtwo's flaws include a poor approach without Shadow Ball, due to the removal of wavedashing and moonwalking and the weakening of dashdancing. Finally, its damage racking abilities, while still being fairly damaging, have all been toned down from Melee due to the removal of wavedshing and double jump cancelling, both of which impair its comboing game, and chaingrabbing, which means Mewtwo can no longer chaingrab fast-falling characters with its throws.
In general, Mewtwo's playstyle is very similar to Palutena's with her default moveset, with slightly higher risk but much higher reward: like Palutena, Mewtwo must use defensive maneuvers to keep foes from getting in and gaining the advantage at all costs, being cursed with an even taller frame and lighter weight than her, and having a slightly worse combo game. However, rather than being forced into turtling as she is, Mewtwo is more mobile in the air and has a more powerful and reliable projectile and reflector, a notably higher damage output than her, a better grab game despite its combo throw being worse than her, and significantly better frame data. This makes Mewtwo an odd combination between a defensive punishing character and a speedy glass cannon that sacrifices combo ability for damage, power, frame speed and a slightly better approach, leaving it as a generally superior choice over her without customs enabled. Ultimately, this classifies Mewtwo as a "high risk/high reward" character similar to Little Mac; due to possessing a number of KOing options that have capable reach as well as an amazing grab game, yet being burdened with very light weight and a susceptibility to combos and juggling, it will have to capitalize on reads more often than not. Its specials can be deadly with the correct timing, but they all have their own unique consequences if they do not find their mark or are not used wisely. Due to its strengths being generally outweighed by its weaknesses, Mewtwo's tournament representation is infamously poor, despite the hype surrounding the character since its release. However, like King Dedede, Mewtwo's overall viability is debatable, with opinions varying by region. In the western scene, Mewtwo has been regarded poorly due to its most serious flaws from Melee being worsened. As a result, it has a very weak tournament presence, such as being completely absent from EVO 2015, and its results have been below average at best prior to the 1.1.3 update. On the other hand, Japanese players favor Mewtwo more highly, as evident with several professional players using it as a secondary and achieving success with Mewtwo by using a more defensive playstyle, occasionally using it as a counterpick against projectile-heavy characters such as Villager.
Changes from Melee
Mewtwo has received a mix of buffs and nerfs in the transition from Melee to SSB4. As of update 1.1.3, Mewtwo has been buffed significantly enough to be considered relatively equal to his Melee counterpart, however, its major flaws from Melee have been retained, or even worsened, resulting in a playstyle that presents higher risk and lower reward than in Melee.
First and foremost, Mewtwo has recieved notable buffs; for instance, its aerials are better (its down air being the most heavily buffed in the game in terms of power) and it no longer has the worst tech in the game. More specifically, two specials that were previously viewed as useless, Disable and Confusion, were buffed in speed, usage, and the capability to chain into combos. Confusion in particular is now able to transfer projectiles to Mewtwo's ownership, improving its offense, defensive play against projectiles, and assisting in mindgames. Mewtwo's smash attacks were also buffed, with significant increases in knockback being applied to both its forward smash and up smash, improving its previously poor KO ability. Mewtwo can also dash significantly faster than in Melee, which greatly helps its ground game and Mewtwo's overall mobility. Also, Mewtwo retains a very powerful up throw and a forward throw that can both deal respectable damage and help refresh moves affected by stale-move negation. The removal of directional air dodging and more landing lag with an air dodge is also a significant buff to its Shadow Ball, which can be used to trap landings much more easily than in Melee. Finally, its new wall jump improves its recovery options.
However, Mewtwo has recieved significant nerfs, especially to its survivability. One of Mewtwo's biggest nerfs in this transition is a large decrease to its already low weight (now being a mere four units heavier than Jigglypuff) and a slight increase to its already tall hurtbox, making Mewtwo significantly easier to KO than in Melee. Teleport, formerly one of its reliable defensive options, has more landing lag, weakening its mix-up utility and its ability to escape pressure. Many of Mewtwo's attacks also have slightly more start-up. The loss of wavedashing also harms Mewtwo, as it aided its combo game and approach in Melee. The removal of double jump cancelling is a double-edged sword. Although it improves Mewtwo's recovery, it also weakens its combo game, as with the loss of wavedashing. Its throw-oriented combo game has been toned down significantly from Melee; the removal of chaingrabbing as well as the generally slower air speeds means Mewtwo can no longer chaingrab with its up or down throws, while its down throw now has slightly more ending lag, making it even more difficult for Mewtwo to set up combos, and thus making Mewtwo one of the only characters with a down throw that cannot combo properly. Although the new game mechanics have helped to create new combos, they do not compensate for the loss of Mewtwo's other more reliable set-ups from Melee.
Overall, Mewtwo has been rebalanced so that its moveset is generally more consistent than in Melee, but its survivability, approach and combo options have been nerfed due to its lighter weight and the changes in mechanics from Melee to SSB4. Additionally, in a custom moveset environment, Mewtwo does not receive any benefits, as it lacks custom moves due to its status as a downloadable character. As such, unlike the other DLC fighters, Mewtwo's weaknesses exceed its strengths, and it is widely considered the worst out of the five DLC characters so far, with a rather high learning curve and risky playstyle.
Aesthetics
- Mewtwo's design has undergone various changes much like the other playable Pokémon in SSB4. Its proportions more closely resemble its most recent appearances in the core Pokémon games, with a smaller head, lighter skin and more bulbous fingers, which are different than that of the design used for its initial trophy.
- Like many characters, Mewtwo's front side faces the screen regardless of which direction it is looking.
- Mewtwo is less vocal overall, as it no longer uses a sound effect when using Confusion, Disable and battering items.
Attributes
- Mewtwo walks faster (1.0 → 1.1).
- Mewtwo dashes significantly faster (1.4 → 1.9), going from tied for 16th fastest out of 26 characters to the 12th fastest out of 58 characters.
- Mewtwo's weight has decreased (85 → 72), resulting in it becoming the second lightest character in the game.
- Mewtwo's air speed is higher (1.2 → 1.25).
- Mewtwo is slightly taller, making it surprisingly easy to hit and combo despite its floatiness.
- Mewtwo crouches lower.
- The removal of double jump cancelling helps and hinders Mewtwo. It improves Mewtwo's recovery, as it can now use aerials or air dodges while keeping its momentum. However, it also impairs Mewtwo's combo game.
- The removal of wavedashing and moonwalking significantly hinders Mewtwo's approach.
- Mewtwo's approach is also harmed by the weakening of dash-dancing.
- The removal of chain grabbing impairs Mewtwo's damage racking abilities, as it can no longer chain grab with its up or down throws.
- Mewtwo can now wall jump.
- Mewtwo's techs' animations are more traditional, making it harder to be tech-chased.
- Mewtwo's tail attacks do not match its attack trails.
- Item swings have different animations and dash swings no longer have a multiple hit behavior.
Ground attacks
- Neutral attack comes out 2 frames sooner (frame 8 → 6). The infinite now has a finisher, making it much safer overall.
- Neutral attack's first and loop hits deal less damage (6% → 4% (first hit), 2% → 1% (loop)).
- Neutral infinite's animation has been slightly changed. Mewtwo now moves its body and its attacking arm is slightly bent instead of pointing straight forward.
- Dash attack's animation has slightly changed. Mewtwo now does an inward slap with its following hand.
- Dash attack's late hit's lingering time is 9 frames shorter.
- Forward tilt comes out 2 frames later (frame 8 → 10) and lasts 1 frame shorter.
- Down tilt deals less damage (9% → 5% (near), 5% → 4% (far)), comes out 1 frame later (frame 5 → 6), and lasts 1 frame shorter.
- Up tilt comes out 2 frames later (frame 6 → 8).
- Forward smash has increased knockback across all hitboxes, has a bigger hitbox size (2.0 → 3.0), and the sweetspot is more easier to land than the sourspot. It also lasts 1 frame longer, and the sourspot deals 4% more damage (12% → 16%).
- Forward smash has slightly decreased range. The sweetspot deals 1% less damage (20% → 19%) and the move also comes out 1 frame later (frame 18 → 19).
- Forward smash's start-up animation has slightly changed. Mewtwo now rears back with its side as opposed to bringing both hands back.
- Up smash deals 1% more damage (16% → 17%) and is significantly stronger, now being able to KO under 75% when fully charged and all of its hits land. The first 6 hits also connect together better.
- Up smash has less range overall, which was further decreased as of update 1.0.8.
- Down smash has increased knockback growth (112 → 118).
- Down smash comes out 1 frame later (frame 20 → 21).
Aerial attacks
- All aerials have decreased landing lag.
- Neutral aerial has increased knockback and its first 7 hits connect better.
- Neutral aerial has lost its landing hitbox. It also deals 8% less damage (20% → 12%) and comes out 2 frames later (frame 5 → 7).
- Neutral aerial's electricity now flashes green, yellow, blue, cyan and purple at varying intervals instead of consistently flashing mauve and cyan.
- Forward aerial has increased horizontal range and knockback.
- Forward aerial deals 1% less damage (14% → 13%).
- Forward aerial comes out 1 frame earlier (frame 6 → 5).
- Forward aerial lasts 1 frame shorter.
- Forward aerial's launch angle is more diagonal, which allows it to string into each other in another way. It also has horizontal KO power as opposed to vertical KO power.
- Forward aerial's animation has slightly changed. Mewtwo now swipes in a scooping motion instead of turning its body inward towards its swiping direction.
- Back aerial's x-axis offset was increased (5.1 → 5.5).
- Back aerial comes out 1 frame later (frame 12 → 13).
- Near up aerial deals 1% more damage (10% → 11%). It also lasts 1 frame longer, and has better combo potential than it did in Melee.
- Mid and far up aerial deals less damage (11% → 10% (mid), 14% → 9% (far)). It also comes out 1 frame later (frame 9 → 10).
- Up aerial's sweetspot is now placed near Mewtwo's body as opposed to the tip of its tail, no longer having a tipper.
- Down aerial is significantly more powerful, now able to KO grounded opponents at around 134% when sweetspotted and its meteor smash is significantly stronger, no longer being one of the worst meteor smashes in Melee and now it is considered one of the best down aerials and meteor smashes in the game. It also comes out 3 frames faster (18 frames → 15), lasts 2 frames longer (2 → 4) and has increased vertical range below it.
- Aerial sweetspotted down aerial deals 1% less damage (16% → 15%).
- Down aerial's animation has slightly changed. Mewtwo now thrusts its leading foot downward in a more pronounced stomping motion and exudes more darkness visual effects.
Throws/other attacks
- Grab range has decreased.
- Dash grab comes out 1 frame later (frame 8 → 9).
- Pummel is faster.
- Pummel deals 1% less damage (3% → 2%).
- Forward throw's Shadow Balls are larger and pass through the thrown opponent, generally making them more reliable. It also deals 2.5% more damage. (10.5% → 13%).
- Forward throw's Shadow Balls do not travel as far as they did in Melee.
- Forward throw's animation has been changed. Mewtwo now levitates and has a single leg planted down during the throw.
- Back and down throws deal less damage (11% → 10% (back), 11% → 9% (down)).
- Back throw has a new animation. Mewtwo now throws an opponent in a backhanded motion without looking behind itself. Mewtwo also levitates while using it.
- Up throw is weaker, KOing 20-30% later. Despite this, it is still the strongest up throw in the game. It also has slightly increased lag, making it more punishable at low percents.
- Down throw is slightly faster.
- Down throw has slightly increased ending lag, limiting its combo potential and set-ups, and now requiring hard reads. As a result, it is considered one of the worst down throws in the game.
- Down throw has an altered angle (69° → 74°).
- Down throw's animation has been slightly changed. Mewtwo now does a front flip instead of a full body spin.
Special moves
- Fully charged Shadow Ball is much stronger and has increased range.
- Shadow Ball's charging time has increased and it no longer has a hitbox while charging.
- Shadow Ball's movement pattern goes in more of a straight line. While this increases its accuracy, its trajectory is more predictable.
- Shadow Ball pushes Mewtwo back further when fully charged, especially in midair. While it improves Mewtwo's defensive options and recovery if used correctly, it can also increase the risk of it accidentally self-destructing while off-stage.
- Darkness emanates from both of Mewtwo's hands instead of just one while saving a fully charged Shadow Ball.
- Confusion now behaves like a traditional reflector, as it changes reflected projectiles to Mewtwo's ownership and it has a damage multiplier (1.4x). Aerial Confusion gives Mewtwo a slight vertical boost after its first use, which slightly improves Mewtwo's vertical recovery.
- Confusion deals ≈0.9505% less damage (10% → ≈9.0495%).
- Confusion now consists of eight small hits instead of one large hit.
- Confusion's animation has changed. It is now depicted as a ripple of psychic energy rather than a flash of energy, which makes it very closely resemble the animation it has used since Pokémon Black and White.
- Teleport provides Mewtwo with a small amount of forward and/or backward momentum.
- Teleport plays out its momentum-granting endlag even if Mewtwo re-appears on the ground, leaving it open for half a second. It also has an altered animation that differs from its air dodge, removing mindgame potential.
- Teleport has increased start-up, making it slightly easier to punish. However, the increased start-up makes Teleport's direction easier to control.
- Disable's stun duration has increased and its lag has decreased, making it much more reliable as a set-up.
- Disable no longer launches or tumbles a stunned or aerial opponent. Instead, it only deals minor damage and minor knockback.
- Disable's animation has slightly changed. Mewtwo now tilts its head at an angle and its eyes turn green when using it.
- Mewtwo now has a Final Smash, Psystrike. Mewtwo undergoes Mega Evolution to become Mega Mewtwo Y and then immediately uses Psystrike, a powerful sphere of psychic energy that is fired from its palm. Psystrike is able to pass through walls and if it hits any opponents, they are then launched after a powerful mental shock.
Update history
Mewtwo has been noticeably buffed so far as of update 1.1.3. Some of its attacks have had their damage outputs increased, their lag decreased, and their hitboxes' sizes and durations increased, all of which improve its offense. Additionally, update 1.1.3 improved Mewtwo's walking and dashing speeds, which further helps its offensive prowess by enabling it to chase after opponents and thus allows it to mix up its playstyle to sport a more consistent offensive presence alongside its typical defensive presence. Mewtwo also slightly benefits from the changes to shield mechanics in updates 1.1.0 and 1.1.1, as the universal increase to shieldstun allows Shadow Ball, some of its sweetspotted attacks and Confusion-reflected projectiles (such as a reflected tree, a fully charged Charge Shot or a fully charged Shadow Ball) to heavily damage a shield. While Mewtwo's most glaring flaws are still intact, it is considerably more viable than it was after its initial release.
- Neutral aerial's landing lag decreased: 19 frames → 16.
- Up smash's initial hitbox size decreased.
- Forward throw deals 2.5% more damage: 10.5% → 13%.
- Down smash's knockback growth increased: 112 → 118, KOing 9% earlier.
- Air dodging while holding an item will result in the item disappearing as well.
- Mewtwo's walking speed increased: 1.0 → 1.1
- Mewtwo's dashing speed increased: 1.696 → 1.9, going from being tied for the 20th fastest to the 12th fastest.
- Mewtwo's [air speed]] increased: 1.15 → 1.25
- Sourspotted forward smash deals 1% more damage: 15% → 16%.
- Sourspotted down smash KOs 9% sooner.
- Forward smash's hitbox size increased: 2.0 → 3.0.
- Neutral aerial's landing lag decreased: 16 frames → 13.
- Forward aerial's start-up decreased: 6 frames → 5.
- Forward aerial has moved forward one unit, giving it more range.
- Forward aerial's landing lag decreased: 18 frames → 14.
- Back aerial's x-axis offset increased: 5.1 → 5.5.
- Back aerial's landing lag decreased: 21 frames → 17.
- Up aerial's damage increased: 7% → 9% (far) → 9% → 10% (mid).
- Up aerial's hitboxes' sizes increased: 4.7 → 5.0 (hitbox 0), 3.9 → 4.5 (hitbox 1), 3.1 → 4.0 (hitbox 2).
- Up aerial's base knockback increased: 0 → 40.
- Up aerial's hitboxes' knockback growth decreased: 100 → 97.
- Up aerial's landing lag decreased: 16 frames → 13.
- Down aerial's hitbox duration increased: 2 frames → 4.
- Down aerial's hitboxes have moved down one unit, giving it more range.
- Down aerial's landing lag decreased: 22 frames → 18.
- Down throw's angle altered: 69° → 74°, giving it easier follow-ups.
- Shadow Ball's hitbox size increased.
- Shadow Ball's aerial recoil decreased. While this helps Mewtwo become less susceptible to self-destructing, it also slightly hinders Mewtwo's usage of the recoil as a form of horizontal recovery.
- Shadow Ball's visuals improved.
- Confusion's grab parameter increased, giving it more range.
Moveset
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 4% | Mewtwo extends its arm and releases repeated pulses of dark energy, finishing with an energy-infused swipe. The first hit can be jab cancelled, which allows Mewtwo to combo it with another neutral attack, a throw or any other attack. | ||
1% (loop), 2% (finisher) | ||||
Forward tilt | 10% (near), 9% (mid), 8% (far) | Mewtwo swings its tail forward. Can be angled and has good range, but has low knockback. | ||
Up tilt | 6% (nearest), 5% (near), 4% (far), 3% (farthest), 4.5% (farthest hitbox to opponents in front of Mewtwo) | Mewtwo does a flip, striking foes with its tail. Does more damage the closer the opponent is to Mewtwo, has high range, and can hit opponents near Mewtwo's back. Can juggle point blank opponents with two or more hits. | ||
Down tilt | 5% (near), 4% (far) | Mewtwo crouches and sweeps its tail 180°. Mewtwo's fastest tilt, though severely lacking in knockback. Good as an out of shield option. It is also Mewtwo's best combo starter, being able to combo into a forward aerial, neutral aerial, up smash, up aerial, and more. | ||
Dash attack | 10% (clean sweetspot), 9% (clean sourspot), 6% (late sweetspot), 4% (late sourspot) | Mewtwo lunges forward and performs a dark energy-infused palm thrust. Has above average knockback if hit with the clean sweetspot. Depending on the hitbox you hit with and the percentage of the enemy, it can combo into neutral aerial, forward aerial, and up aerial. | ||
Forward smash | 19% (blast), 16% (arms) | Mewtwo performs a double palm thrust to release a blast of dark energy. Moderate start-up and endlag, but powerful enough to KO quite reliably. KOs at around 114% while the sourspot KOs at around 122%. | ||
Up smash | 1% (hits 1-6), 10% (last hit) | Mewtwo thrusts its arm upwards and conjures a galaxy-shaped swirl of dark energy. Can fail to hit small foes, but the final hit deals the highest knockback any of Mewtwo's smash attacks. Good for trapping aerial foes, particularly those near the edge. KOs at around 107% if all of its hits connect. | ||
Down smash | 15% | Mewtwo extends its arm downwards and launches a burst of dark energy from its fingertip near its feet. Like the forward smash, it is very powerful, but also has the benefit of having slightly less startup endlag. One of the few down smashes that does not hit on both sides. KOs at around 111%. | ||
Neutral aerial | 1% (hits 1-8), 4% (last hit) | Mewtwo discharges electricity around itself, with the final hit launching opponent back. The hitbox stays at Mewtwo's body. It does not have a landing hitbox, meaning opponents could end up close to it if the move ends early, but it is a good move for disrupting opponents regardless. | ||
Forward aerial | 13% | Mewtwo performs a dark energy-infused swipe. One of the faster aerials in the game, having 5 frames of start-up and can KO at around 143%. At lower percents, it can easily be used as a follow-up after a down tilt or a neutral aerial. It can also combo into itself at lower percents as well. | ||
Back aerial | 13% (near), 11% (mid), 9% (far) | Mewtwo whips its tail behind it. It has highly disjointed range, but does more damage when the opponent is closer to Mewtwo's body. | ||
Up aerial | 11% (near), 9% (mid), 7% (far) | Mewtwo backflips and strikes opponents with its tail, similarly to its up tilt. Does more damage when the opponent is closer to Mewtwo's body. As it has mainly a vertical hitbox, it is unable to hit opponents beside Mewtwo. | ||
Down aerial | 14% (grounded opponents, aerial sourspot), 15% (aerial sweetspot) | Mewtwo backflips and then performs a downward arcing stomp while its foot is infused with dark energy. It has been significantly buffed from Melee, as it has fast, 15-frame startup, very high knockback scaling and becomes an extremely powerful meteor smash when sweetspotted. Grounded opponents are sent diagonally upwards with high knockback, which further makes it a viable KOing option overall and is considered to be one of the best aerials in the game. | ||
Grab | — | Mewtwo telekinetically grabs a nearby opponent. | ||
Pummel | 2% | Zaps the opponent with a small jolt of electricity. Average speed. | ||
Forward throw | 3% (throw), 2% (Shadow Balls) | Mewtwo telekinetically throws the opponent diagonally in the air before firing five small Shadow Balls at them. As of update 1.1.0, it is tied with Ganondorf's and max aura Lucario's forward throws as the most damaging forward throws in the game. However, the Shadow Balls can be reflected if the opponent wears a Franklin Badge. | ||
Back throw | 10% | Mewtwo telekinetically tosses the opponent behind it. Has good KOing potential at high percents near the edge, starting at 132%. One of the strongest back throws in the game. | ||
Up throw | 12% | Mewtwo telekinetically swirls the opponent around its body before launching them upwards. As of update 1.0.8, this is the second strongest up throw in the game, behind Charizard's up throw. However, the latter's angle is slightly more diagonal which makes this throw harder to DI. Gains KO potential at around 139% against most opponents, although lighter opponents are KO'd even earlier. | ||
Down throw | 4% (hit 1), 5% (throw) | Mewtwo telekinetically slams the opponent to the ground and spins to whip them with its tail. It has low knockback, however, it contains somewhat high end lag. Because of this, it cannot properly combo into most of its moves. It is only usable to react to an opponent's options and punish it. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | Mewtwo levitates and spins around, striking opponents with its tail. | ||
Floor attack (back) Floor getups (back) |
7% | Mewtwo levitates and spins around, striking opponents with its tail. | ||
Floor attack (trip) Floor getups (trip) |
5% | Mewtwo gets up and swipes on both sides. | ||
Edge attack Edge getups |
7% | Mewtwo gets up and swipes its tail in front of itself. | ||
Neutral special | Default | Shadow Ball | 2.5% (minimum charge), 25% (full charge) | Mewtwo fires a large, dark purple sphere of dark energy. It can be fired immediately or be charged up. While its charge time is quite long, a fully charged Shadow Ball is one of Mewtwo's viable KOing options, as it KOs at around 112%. If used in the air, the recoil will propel Mewtwo backwards considerably, which can help or hinder its recovery. A fully charged Shadow Ball has transcendent priority, but can still cancel out certain projectiles. Deals a great amount of shield damage if fully charged, but not quite enough to break one. |
Custom 1 | N/A | |||
Custom 2 | N/A | |||
Side special | Default | Confusion | ≈9.0495% (throw), 1.4x (reflected projectiles) | Mewtwo summons a ripple of psychic energy in front of it. Treated as a grab, the ripple can spin opponents around, dropping them in front of Mewtwo which allows it to follow-up with other attacks, or reflect projectiles. In the air, the first use gives Mewtwo a slight vertical boost, which can help its recovery. |
Custom 1 | N/A | |||
Custom 2 | N/A | |||
Up special | Default | Teleport | 0% | Mewtwo disappears and then reappears soon after in a different place. It is completely invulnerable during the move. It has less endlag if warping directly back onto the ground. |
Custom 1 | N/A | |||
Custom 2 | N/A | |||
Down special | Default | Disable | 1% | Mewtwo crouches slightly and immediately launches a minuscule spark of psychic energy from its eyes toward the opponent, stunning them. It only works if the opponent is facing Mewtwo and making eye contact with it. If the opponent is in the air, they are slightly launched backward with set knockback. Useful at high percents to guarantee a KO, but difficult to land. It should be noted that Disable can be reflected by a particularly vigilant opponent. |
Custom 1 | N/A | |||
Custom 2 | N/A | |||
Final Smash | Psystrike | 30% | Mewtwo Mega Evolves into Mega Mewtwo Y and performs Psystrike, its signature move in the Pokémon games. Psystrike is a powerful sphere of psychic energy that plows through both foes and walls, and any opponent caught will be stunned before being launched by an intense, mind-shattering blow. |
On-screen appearance
Mewtwo emerges from a large mass of dark energy and then falls gently to the ground. It is similar to Lucario's on-screen appearance, albeit with dark energy involved instead of aura.
Taunts
- Up taunt: Mewtwo closes its eyes and folds its arms as it levitates on the spot, spinning around as it laughs sinisterly. This taunt returns from Melee.
- Side taunt: Mewtwo surrounds itself in an aura of dark energy, similarly to Lucario's up taunt.
- Down taunt: Mewtwo faces the screen while its eyes glow, thrusts its arm towards the screen, and emits a small spark of dark energy while posing similarly to its official art in Super Smash Bros. 4.
Up taunt | Side taunt | Down taunt |
---|---|---|
Idle poses
- Mewtwo motions towards itself with its arm further from the screen.
- Mewtwo draws its arms toward itself and strikes a pose.
Crowd cheer
English | Japanese | |
---|---|---|
Cheer | ||
Description | Mewwww-two! | |
Pitch | Group chant |
Victory poses
Note: Mewtwo speaks during its Japanese victory poses.
- Does a single spin and then poses, laughing maniacally while doing so.; "愚かな!", which translates to "Foolish!"
- Thrusts its hand forward, radiating dark energy, and groans. Very similar to its Down taunt.; "私はまけるわけにはいかない!", which translates to "I cannot lose!"
- Turns its back to the screen and looks back over its shoulder, saying "Hmm..."; "私はなぜ ここにいるのか...?", which translates to "Why am I here?"
File:MewtwoPose1WiiU.jpg | File:MewtwoPose2WiiU.jpg | File:MewtwoPose3WiiU.jpg |
---|
In Competitive play
Notable players
Alternate costumes
Trophies
Mewtwo's DLC contains matching fighter trophies, which are unlocked as usual (its alternate trophy will also be automatically granted on startup in the Wii U version.) Its existing non-fighter trophy remains in the game, completely unchanged; both it and the Classic trophy are simply labeled "Mewtwo" in-game.
- Mewtwo
- Mewtwo puts its psychic powers to great use in this game. Not only does it have floaty jumps, but its telekinesis gives its attacks extra reach and its throws added power. However, its light body makes it easy to launch, so if you're willing to take the risk of getting in close, it might just be worth it!
- Mewtwo puts its psychic powers to great use in this game. Not only can it float in midair, but its telekinesis gives its attacks extra reach and its throws added power. However, its light body makes it easy to launch, so if you're willing to take the risk of getting in close, it might just be worth it!
- Mewtwo (Alt.)
- Psystrike
- Mewtwo's Final Smash starts as Mewtwo Mega Evolves into Mega Mewtwo Y. It then fires a huge psychic projectile that penetrates enemies and obstacles. This projectile doesn't do any damage, but it freezes every foe it hits in place. They can even be frozen midjump! Afterward, every foe hit with this projectile will take a powerful psychic hit to the head.
- Mewtwo (non-fighter)
- Created from modified Mew DNA, Mewtwo was designed to be the ultimate Pokémon. It didn't take on any of Mew's kinder traits and only uses its intelligence to destroy its enemies. Or...so it seems. Perhaps it just feels frightened or even tormented, and that's why it lashes out. Whatever the reason, Mewtwo is not to be messed with.
- : Pokémon Red and Pokémon Blue (09/1998)
- : Pokémon FireRed and Pokémon LeafGreen (09/2004)
Videos
<youtube>dKB9DXMb_-0</youtube><youtube>P-zJOntZRHo</youtube>
Gallery
Mewtwo's amiibo.
Fighting Fox.
With Mew.
Using Disable.
...and then using its Final Smash.
Mewtwo attacking Toon Link in the 3DS version.
Fighting Greninja.
Trivia
- Mewtwo's non-fighter trophy has different features than the eventual design of it as a playable character, such as having smaller eyes, a shorter tail, and a lighter shade of purple for its midsection and tail. Mewtwo's playable model and trophy are modeled after the first Pokémon movie, differing slightly from Mewtwo's model in Pokémon X and Y, which has larger and rounder eyes than either of the two to match Mewtwo's official art by Ken Sugimori.
- Mewtwo's appearance in SSB4 and segments of its trailer references the Pokémon movies it is seen in:
- One segment makes reference to the first Pokémon movie. It it shown next to Mew in reference to the Mew Duo, and further referenced in one of the pictures seen in Mewtwo's profile on the official website. Its introduction tagline, "Mewtwo Strikes Back", is the title of said movie.
- Another segment makes reference to the sixteenth Pokémon movie, where a different Mewtwo can been seen encountering Genesect, the latter serving as the movie's antagonist. In addition, its Boxing Ring tagline and unlock description, "A Legend Reawakened", is a reference to the movie's title, Genesect and the Legend Awakened.
- As with Roy, Mewtwo's official artwork is posed nearly identically to its official Melee artwork.
- As Mewtwo is a DLC character, it lacks custom moves. However, prior to update 1.0.7 it was possible to access buggy versions of Mewtwo's special moves via a glitch involving shared Mii Fighters. Most of these crash the game, with the exception of both variations of Confusion, a non-functional version of Disable that sends Mewtwo into its helpless state, and a version of Disable which zooms the camera in on Mewtwo and temporarily slows down time, all of which have limited functionality. It is unclear whether the glitch involved accessing custom moves that were incomplete or data not intended for use of custom moves. While the glitch was removed by update 1.0.7, it was still possible to view replays containing these special moves in-game until update 1.0.8 was released.
- Mewtwo folds its arms in several of its animations, including its up taunt, Hammer animation, up tilt, helpless, asleep and teeter, result screen animations, and, humorously, its screen KO animation.
- Mewtwo has only one voice clip when it is KO'd, like Roy and Jigglypuff. This is likely a callback to Melee, as until Brawl, most characters only had one voice clip when being KO'd.
- The visual trails left by Mewtwo's tail attacks change color depending on the costume chosen.
- Mewtwo is the only returning DLC fighter with a new voice actor.
- Mewtwo's light weight in SSB4 contradicts its weight specified in the Pokédex. The Pokédex states that it weighs 269 pounds. However, in SSB4, Mewtwo is only three units heavier than Jigglypuff despite it being more than 20 times heavier than the latter, which weighs only 12.1 pounds according to the Pokédex. This seems to be due to its psychically-induced anti-gravity, as Rosalina has many traits similar to Mewtwo in this respect (tall heavyweight in her home series, constantly levitating via magic, and very light weight in Smash).
- Mewtwo is currently the only DLC veteran whose fighter trophy has no mention of Mewtwo's previous Smash appearance, which was Melee.
- Mewtwo's Alt. Trophy in the Wii U version bears a resemblance to Lucario's Alt. Trophy in the Wii U version; both show the character in a dark alternate costume charging their neutral special.
- Mewtwo is the only fighter from Melee whose falling speed is the same in SSB4.
- Mewtwo is the only DLC fighter that isn't a human.
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 |