This article is about Mewtwo's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Mewtwo.
Mewtwo
in Super Smash Bros. Ultimate
Mewtwo SSBU.png
PokemonSymbol.svg
Universe Pokémon
Other playable appearances in Melee
in SSB4

Availability Unlockable
Final Smash Psystrike
Mewtwo (SSBU)

Mewtwo (ミュウツー, Mewtwo) is a playable character in Super Smash Bros. Ultimate. It was officially revealed on June 12th, 2018 alongside Meta Knight and the rest of the veterans. Like in Super Smash Bros. Melee, Mewtwo is once again an unlockable character. Mewtwo is classified as Fighter #24.

Keiji Fujiwara's portrayal of Mewtwo from Super Smash Bros. 4 was repurposed for Ultimate. This is also the last game for which Fujiwara voiced Mewtwo prior to his death in April 2020.

How to unlock

Complete one of the following:

  • Play VS. matches, with Mewtwo being the 60th character to be unlocked.
  • Clear Classic Mode with Fox or any character in his unlock tree, being the last character unlocked after Wolf.
  • Have Mewtwo join the player's party in World of Light.

Mewtwo must then be defeated on Spear Pillar (the Ω form is used in World of Light).

Attributes

Mewtwo fills many archetypes and, despite being relatively tall with a slew of powerful moves, it is actually a lightweight fighter. Mewtwo's overall mobility is outstanding: its walking, dashing, and air speeds are among the fastest in the game, and its double jump is the highest in the game. Aside from these attributes, Mewtwo has average falling speed, above-average traction, and below-average gravity.

Mewtwo's overall damage output is very high, especially in regard to its grounded moves. Neutral attack is a fairly disjointed neutral infinite that can regularly rack up 20% or more damage if the opponent is caught at close range, but it is unsafe on shield. Forward tilt has good range and a sweetspot that can KO reliably at high percentages while near the edge, yet also has noticeable start-up and punishable ending lag. In addition to its deceptively high power, it can also be angled to serve as a niche anti-air or edge-hanging punish option. Down tilt boasts relatively low ending lag, quick start-up, and good grounded range while launching opponents at mostly vertical angles. This makes it a great neutral and combo tool, comboing into all of Mewtwo's aerials and up tilt if the opponent is hit at close range. While down tilt is technically unsafe on shield, its overall quick speed and long range make it difficult to punish if an enemy reacts too slowly.

On the contrary, down smash is safe on shield and is notorious for causing immense shield damage if it connects. Nonetheless, it is still a risky move to use in the neutral game, due to it having the most amount of start-up among all of Mewtwo's smash attacks and being one of the few down smashes in the entire game to only hit on one side. In contrast, up smash has the quickest start-up of all Mewtwo's smash attacks and is a great anti-air to catch forced landings, but also has the highest ending lag and is generally the most punishable move in Mewtwo's moveset.

Forward smash has decent range, can be angled and is Mewtwo's most powerful smash attack in terms of knockback when spaced (being able to KO at mid percentages while close to the edge), but has noticeable ending lag and is also not safe on shield if landed at close range. These traits make Mewtwo one of the strongest characters in the game in terms of outright KO power, though it is optimal for players to not play too close to opponents with quick movement, disjointed range, or attacks that are fast enough to punish any mistakes. However, Mewtwo can also use its great ground speed to move in and punish mistakes using these moves, making it necessary for high-level players to recognize when to approach offensively.

Mewtwo's aerials are some of the best in the game, with generally quick start-up, low landing lag and great power. Forward aerial is a safe poke when spaced on landing, a useful combo starter at low percentages, and a reliable KO option. Neutral aerial consists of multiple hits, is a capable combo starter at all percentages, and is a safe poke when it is spaced sufficiently. It is also Mewtwo's best out-of-shield option due to his aerial speed allowing him to safely escape pressure (compared to committing to its laggy up smash). Though his forward and neutral aerials are fast and threatening, they are only slightly disjointed. This makes Mewtwo's approach game with these moves significantly weaker against opponents that have good range or fast anti-airs.

Back aerial is Mewtwo's second slowest aerial, primarily being used to wall out offstage opponents who have poor range and/or recoveries. However, it can easily be beaten by disjoints, cannot reliably hit close to ground at any height, and leaves Mewtwo's tail very vulnerable if it whiffs. As a result, it cannot fulfill the role of giving Mewtwo good effective range in the neutral game. Down aerial has the most startup of Mewtwo's aerials, but is a very strong meteor smash when sweetspotted, has a decently disjointed hitbox directly beneath Mewtwo, and can also serve as a situational combo starter at low to medium percentages.

Mewtwo's neutral special, Shadow Ball, has excellent versatility, as it can combo into virtually any of Mewtwo's quicker moves at any percent depending on the charge of the projectile. When fully charged, it also becomes a reliable KO move at high percents, and deals decent shield damage for good measure. In midair, it can even be used as a landing mixup, as the recoil from the fully charged variant pushes Mewtwo back a considerable distance. Mewtwo can utilize techs like wavebounces, B-reverses, Shadow Ball cancels and turnaround specials to make its movement even more tricky, improving its baits and punishes. However, it has a decent amount of startup, making it risky to use at close range. Its side special, Confusion, is a command grab with decent range that doubles as a somewhat slow but very active reflector and can be used for combo setups, though alert opponents can react out of it before Mewtwo below a certain amount of damage.

Mewtwo's down special, Disable, is a risky option in most situations due to its start-up, high ending lag and its requirement that the opponent be facing Mewtwo on the ground for it to work. However, if landed at mid to high percentages, it more often than not leads to a guaranteed stock by allowing Mewtwo to punish the opponent with any option that will KO. It additionally has intangibility frames before the attack comes out, making it able to beat out poor grounded approaches and serve as a very niche defensive option in the air.

Mewtwo also possesses a strong grab game. Its up and back throws are both among the strongest in the cast, while forward throw is excellent at racking up damage. Mewtwo's down throw has respectable combo potential: it can combo into upward angled forward tilt and up tilt (depending on the opponent's DI) at low percentages, and into forward aerial at medium percentages, with the latter also being a reliable KO combo on the majority of the cast at high percentages if they fail to DI properly. To counteract this, however, Mewtwo's grab range is fairly average overall, which can sometimes hurt the utility of its throws in close-quarters combat or out of shield. In comparison, its dash grab is relatively quick and has great range due to Mewtwo's very fast dashing speed, making it useful as a surprise burst option.

Due to Mewtwo's varied attributes and special moves, its recovery potential is arguably the best in the game. Its combination of having the 3rd fastest air speed, the highest double jump in the game, low gravity and average falling speed give it great longevity and mobility off-stage. Teleport, its primary recovery move, covers a long distance and provides full intangibility and directional mobility, making it nearly impossible to edgeguard if Mewtwo chooses to teleport to the edge from above. Furthermore, two of its other special moves offer a form of assistance with recovery: a fully charged Shadow Ball's recoil can push Mewtwo back far enough to be a viable horizontal recovery option if aimed away from the stage, and Confusion can turn it around, temporarily stalls it in the air when used once and can be combined with the momentum from a rising double jump when used twice to go even higher. With these options, Mewtwo has many ways to mix up its recovery and get safely back on-stage, while still being able to punish reckless edgeguarders with its powerful and long ranged up and back aerials without losing recovery distance.

Lastly, Mewtwo has surprisingly good range for a lightweight fighter. All of its smash attacks have disjointed hitboxes that allow them to beat out attacks safely; this is especially evident with up smash, as using it at the right time can prevent any stall-then-falls. Forward smash can be angled up or down to catch an airborne opponent or to edgeguard low recoveries, respectively. Mewtwo's tail attacks also offer excellent range, despite not being as disjointed. Its back aerial in particular offers very large coverage behind Mewtwo and can be used in decently quick succession, making it a useful walling tool against opponents with low range attacks. Its tilts also use its tail, so they have good range as well. Tying into this is its aforementioned mobility; Mewtwo's extremely fast horizontal movement speed grants it a very potent punishment game with its range, allowing it to bait approaches and easily punish them with its long-reaching moves.

Despite Mewtwo's strengths, it has some noticeable weaknesses, the most glaring of which is its infamously poor endurance. Mewtwo's very light weight makes it easy to KO, while its tall frame, average falling speed and below average gravity make it easier to combo compared to other characters of its weight class. Furthermore, Mewtwo lacks an effective aerial move to disrupt combos, and an attempt to Teleport out of a combo can be punished due to its noticeable ending lag and momentum. And compared to all other characters in the game, Mewtwo is also unable to reliably double jump out of juggling pressure due to it taking a noticeable amount of time for his hurtbox to shift vertically. However, its aerial speed and recovery mix-ups can mitigate some of these shortcomings.

Although Mewtwo has a multitude of KO options, it often has trouble landing them due to it needing to safely approach the enemy. Up and back throw can be risky to attempt because of Mewtwo's aforementioned average grab range. Forward and down smash have slow start-up lag, whereas up smash has minimal horizontal range below its blast of dark energy and high ending lag (it can also unreliably connect due to some jostle animations). Forward aerial and Shadow Ball's KO potentials can be hindered via staleness because of their frequent usage in Mewtwo's combos and neutral game. Lastly, its frame data is slightly below-average, which makes its attacks even more prone to punishment if they are not spaced well and used intentionally. As a result, Mewtwo cannot effectively pressure through offensive means, yet needs to rely on its movement options and special moves to create openings from which it can proceed to punish the opponent. During Mewtwo's disadvantage state, it often cannot depend on its offensive options to relieve pressure, and instead must rely on evading and only attacking when necessary.

Overall, Mewtwo is a non-traditional glass cannon who falls under the category of the zoner archetype; it must play cautiously and aware so the opponent does not capitalize on its large hurtbox and light weight. However, this does not mean Mewtwo is forced to rely on turtling, as its outstanding mobility, excellent air game, and overall powerful moveset make it a force to be reckoned with. Instead, Mewtwo should be played very patiently by controlling space (zoning) as well as baiting and poking with Shadow Ball, its aerials and its movement.

As a result, Mewtwo is a character with a fairly high learning curve, as it has to capitalize on reads more often than not because of its frailty and susceptibility to pressure. While Mewtwo's moveset may not be as versatile as other characters, such as Wolf's, it makes up for it with comparatively huge power and damage output. In short, Mewtwo has the attack power and range of an archetypal heavyweight, yet retains the combo game and mobility of a lightweight.

Mewtwo's competitive potential is up for debate as of now. Some professional players believe that Mewtwo should be ranked as a higher end mid tier character due to its excellent mobility and damage racking game. Conversely, other players consider placing it as a low tier due to its large hurtbox and light weight, as well as its potent neutral game being toned down slightly. Mewtwo itself has a small playerbase, but the players who are dedicated to maining it, such as WaDi, have managed to achieve respectable placements.

Changes from Super Smash Bros. 4

In the late metagame of Super Smash Bros. 4, Mewtwo was ranked as a top tier fighter (specifically 10th out of 55 characters), thanks to its combination of a potent neutral game, excellent mobility, a powerful projectile, and a dangerous combo game. Mewtwo has received a large mix of buffs and nerfs in its transition to Ultimate, but was nerfed overall.

Mewtwo's largest direct nerf was to its hurtbox. Mewtwo has an additional hurtbox on its tail, which widened its hurtbox overall, makes it even easier to hit, and reduces the disjoint of its tail-based attacks. Considering as Mewtwo is already one of the lightest characters in the game and many of its attacks utilize its large tail, this forces Mewtwo to be much more cautious with using its tail attacks, as trading with even a decently strong attack can prove fatal. Additionally, this now causes Mewtwo to be usually clipped by attacks during some situations (such as when turning around). Overall, these changes worsen both its spacing and defensive game.

On top of this, Mewtwo also received many nerfs to its best moves, hindering both its previously strong neutral game and combo ability. Shadow Ball now deals negative shield damage, making it less viable as a zoning and pressuring option from a distance. Neutral attack, as with most others, can no longer effectively jab cancel, removing its wide range of previously true followups. Down tilt has more ending lag, which combined with the changes to knockback, impairs its combo potential and narrows Mewtwo's KO setups. Neutral aerial has heavily increased ending lag, a shorter duration, and smaller hitboxes, making it less viable for covering options and removing its aerial combo potential, limiting Mewtwo to land with the move and read the opponent's trajectory accordingly. Forward aerial is slightly slower and launches at a slightly lower angle, worsening its combo ability into itself and almost completely removing its ability to initiate a deadly wall of pain at low to medium percentages.

The changes to air dodges in Ultimate have also hindered Mewtwo more so than any other character. Since air dodges can now only be utilized once before landing or getting hit, combined with them generally having more ending lag, this especially affects Mewtwo as it previously held the distinction of having the air dodge with the lowest ending lag out of the entire roster (allowing it to be spammed rather safely to play mindgames), which renders it even more susceptible to combos and juggling, given its large hurtbox for its weight class.

However, Mewtwo has received a multitude of buffs in the transition as well. Mewtwo's KO potential is considerably better and more consistent overall; moves like its neutral attack, forward tilt and dash attack deal more damage and knockback, with all of them now gaining KO potential at high percentages. Other attacks, such as Disable and its smash attacks, have noticeably increased range, allowing them to secure KOs more easily from deceptive ranges. Shadow Ball has also received a slight increase in knockback when fully charged, making it an even more viable KOing option. Mewtwo has also seen slight improvements to its endurance, thanks to its heavier weight and faster falling speed, although it remains a rather easy character to KO.

Most of the universal changes to gameplay mechanics have also benefited Mewtwo. Although the changes to air dodging mostly hamper it, they has also made its edgeguarding game more potent, thanks to its quick air speed, large variety of aerial attacks, useful projectile, long double jump and powerful recovery. The universal increase in mobility and traction across the cast, the reintroduction of dash-dancing, and the expanded utility of dash-canceling each benefit Mewtwo, as it can now move around much quicker, occasionally play mindgames on its approach, and punish opponents easier both in the neutral game and out of shield. Finally, the near-universal reduction to landing lag has made Mewtwo's aerials safer on hit and opened some new combo routes due to its streamlined jumpsquat.

In the end, Mewtwo is considered to be less effective than it was in SSB4; despite the improvements made to its mobility, endurance, KO power, and the benefits it received from Ultimate's mechanics, these changes do not completely compensate for the considerable nerfs it has received to its defensive potential, combo game, and hurtbox. Initially, Mewtwo failed to make a significant impact in Ultimate's early metagame, which was further compounded by players such as Abadango, and Rich Brown dropping Mewtwo in favor of other characters. Although it initially received favorable success from Secret, he has also since dropped it in favor of Joker, resulting in Mewtwo's results declining significantly.

Due to this, many top players now consider it a lower end mid tier fighter or, to a lesser degree, a low tier fighter; a few others even believe it to be one of the worst characters in the game. However, game updates have offered Mewtwo numerous buffs that have either helped alleviate some of its issues, improved its strengths, or fixed a few of its moveset's inconsistencies. As a result, some professionals have reassessed their opinions on Mewtwo, with some believing it to be a viable fighter with untapped potential. Most notably, WaDi, who had previously dropped Mewtwo in favor of R.O.B., has returned to use it as a co-main/secondary and has continued to achieve a number of respectable results after doing so. As of now, Mewtwo's true viability in competitive play remains debatable.

Aesthetics

  •   As with other previous downloadable fighters in SSB4, Mewtwo's appearance is largely unchanged, though its model features a more subdued color scheme. Its body appears to have a glossy sheen, and the end of its tail is also slightly larger.
  •   Mewtwo's idle pose has been altered; it now keeps one of its arms lifted and stands more upright, similar to its stance in Pokémon Stadium. However, it will revert to its idle animation from SSB4 while holding a small item.
  •   Mewtwo's falling animation has been altered; it does not keep its arms folded, only doing so when falling forward or backward.
  •   Side taunt now has it slightly levitate over the ground.
  •   Mewtwo's victory poses have been slightly altered:
    •   The pose where Mewtwo laughs and floats has it float higher and look farther away from the screen.
    •   The pose where Mewtwo thrusts its hand outward has an altered camera angle more towards its hand.
    •   The pose where Mewtwo faces away from the screen has Mewtwo keep its eyes shut for slightly longer.
  •   As with all previous downloadable fighters in SSB4, Mewtwo now has a unique Palutena's Guidance conversation.

Attributes

  •   Like all characters, Mewtwo's jumpsquat takes 3 frames to complete (down from 5).
  •   Mewtwo is heavier (74 → 79), weighing as much as Kirby. This improves its survivability.
  •   Mewtwo runs faster (2.05 → 2.255).
    •   Mewtwo's initial dash is significantly faster (1.4 → 2.255).
  •   Mewtwo walks slightly faster (1.2 → 1.26).
  •   Mewtwo's traction is significantly higher (0.04 → 0.116), going from the second-worst in the game to above-average. This makes it easier for Mewtwo to punish out of shield.
  •   Mewtwo's air speed is higher (1.25 → 1.313).
  •   Mewtwo performs its double jump more quickly, improving its recovery and combo game.
  •   Mewtwo's falling speed is faster (1.5 → 1.55). This improves its vertical survivability, but makes it more susceptible to combos.
  •   Both rolls grant more intangibility (frames 4-13 → 4-15 (forward), 5-16 (back)).
  •   Back roll has more startup (frame 4 → 5) and ending lag (FAF 30 → 35).
  •   Spot dodge grants more intangibility (frames 2-14 → 3-17).
  •   Spot dodge has more startup (frame 2 → 3), with its total duration increased as well (FAF 25 → 26).
  •   Air dodge grants more intangibility (frames 2-24 → 3-26).
  •   Air dodge has more startup (frame 2 → 3) and significantly increased ending lag (FAF 29 → 52), no longer being the fastest in the game. In combination with the removal of unlimited air dodging, this greatly hinders Mewtwo's approach and defensive options.
  •   Mewtwo has an additional hurtbox in its tail that extends to near the tip. This reduces the disjoints of Mewtwo's attacks involving its tail, and gives it a bigger hurtbox overall.

Ground attacks

  • Neutral attack:
    •   The first hit has a longer hitbox duration (frame 5 → frames 5-6) and less ending lag (FAF 25 → 22).
    •   The first hit transitions into the infinite faster (frame 10 → 7).
    •   The first hit has altered angles to keep opponents closer to Mewtwo (76°/70° → 361°/180°), and a hitstun modifier of 6, allowing it to lock opponents and connect better into the infinite.
    •   The infinite has received several changes to allow it to connect much more effectively and rack up more damage overall, despite dealing slightly less damage per hit (1% → 0.8%):
      •   It has less startup (frame 8 → 5), a shorter gap between hits (6 frames → 3), and a lower hitlag multiplier (1× → 0.5×) and SDI multiplier (1× → 0.4×), making it harder to escape.
      •   It has a different launch angle to keep grounded opponents closer to Mewtwo (70°/89° → 361°).
      •   It deals less knockback (14 base/30 scaling → 8/10) and each hit has a hitstun modifier of 3.
      •   It has a larger hitbox (5.2u → 5.6u).
    •   The infinite's finisher has a longer hitbox duration (frame 6 → frames 6-7).
    •   The finisher deals slightly more damage (2% → 2.5%) with no compensation on knockback, allowing it to KO under 200% near the edge.
    •   The first hit deals less damage (4% → 3%) and knockback (50/20 base/20/60 scaling → 25/20 base/15 scaling), removing its guaranteed jab cancel setups from Smash 4, despite its lower ending lag and hitstun modifier.
    •   Like other neutral attacks, the first hit can transition into the infinite by simply holding the attack button or pressing it once more if it hits an opponent, rather than only by pressing it multiple times. This makes it harder to jab cancel, as the window to input other attacks instead of triggering the infinite is effectively shortened.
    •   The finisher has more ending lag (FAF 36 → 41).
    •   The first hit and the finisher have higher hitlag multipliers (1× → 1.8× (hit 1), 2× (finisher)).
    •   The infinite has gained a shieldstun multiplier of 4×. This allows it to lock opponents into their shields between each hit, and thus pressure them more effectively, but also allows them to cancel shieldstun and punish Mewtwo more easily if they shield 10 hits or more.
  • Forward tilt:
    •   Forward tilt deals more damage (10%/9%/8% → 11%/10%/9%) and knockback (20 base/100 scaling → 70/75), increasing its safety on hit at low percents and greatly improving its KO potential.
      •   However, this removes its ability to lock opponents at low percents.
    •   It has larger hitboxes (4.3u/3.7u/2.9u → 5u/4.6u/4.2u) with altered placements (X offset: 0u/1.8u/0u → 1.5u/2.5u/2u, Z offset: 0u/-2u/0u → 0u/0u/0u (Z-offset)), improving its range.
    •   It has an altered animation: Mewtwo spins its full body around before swinging its tail.
  • Up tilt:
    •   Up tilt deals more damage (6%/5%/4.5%/4.5% → 7%/6%/5.5%/5.5% (clean), 5%/4%/3% → 6%/5%/4% (late)), with knockback mostly compensated on all but the clean fourth hitbox (114/80/55 → 105/71). This slightly improves the move's KO potential, without worsening its combo ability due to Mewtwo's faster jumpsquat.
      •   The clean fourth hitbox has more knockback scaling (50 → 71). This makes it safer on hit at lower percents, but hinders its combo potential at higher percents, removing guaranteed KO setups into up smash.
    •   The clean tipper hitbox launches towards Mewtwo like the rest of the hitboxes (361° → 110°), improving the move's consistency.
    •   The move has a slightly altered animation, with Mewtwo beginning its tail swipe lower to the ground and landing on its feet immediately after the flip. This improves its overall reach on both sides, but makes landing the clean fourth hitbox noticeably harder due to being outprioritized by the other hitboxes.
  • Down tilt:
    •   Down tilt has slightly more ending lag (FAF 21 → 24), hindering its combo potential.
    •   It has an altered animation: Mewtwo sweeps its tail inward instead of outward.
  • Dash attack:
    •   Dash attack has a new animation that puts Mewtwo's body more parallel to the ground during the attack.
    •   Its clean sweetspot and late sourspot deal more damage (10%/4% → 12%/4.5%) with no compensation on knockback, granting the clean sweetspot KO potential at realistic percentages.
    •   It has gained a shieldstun multiplier of 1.3×. In combination with its higher damage and the increased shieldstun for ground attacks, this makes it safer on shield.
    •   Due to the changes to jostle mechanics, it can no longer cross-up shields unless done at point-blank on smaller characters, allowing it to be punished more easily despite its increased shieldstun.
    •   It has a higher hitlag multiplier (1× → 1.25×), making it easier to DI.
    •   It launches at lower angles (60°/70°/80° → 54°/60°/70°), further improving the clean hit's KO potential, but hindering the late hit's combo potential.
  • Forward smash:
    •   Forward smash can be angled.
    •   It has a longer hitbox duration (frames 19-21 → 19-22).
    •   The sweetspot deals more damage (19% → 20%) and knockback (21 base/85 scaling → 30/90), significantly improving its KO potential (allowing it to KO under 90% from the center of Final Destination, compared to previously not KOing until around 110% under the same circumstances).
    •   The sweetspot is larger (5.6u → 6.3u), improving its range.
  • Up smash:
    •   Up smash's first hit sends at an autolink angle (100° → 368°), allowing it to connect better into the subsequent hits.
    •   The last hit has a longer duration (frames 34-35 → 22-25).
    •   The last hit has more knockback scaling (107 → 111), improving its KO potential.
    •   The move hits four times instead of seven. However, the first three hits deal more damage (1% → 2%), leaving its total damage output unchanged.
      •   The last hit has less startup to accommodate for this change (frame 34 → 22). This significantly shortens the move's hitbox duration, while its total duration remains unchanged, greatly increasing its ending lag as well. As a result, the move is much less effective as an anti-air, and easier to punish if it misses or is shielded.
    •   Due to the changes to jostle mechanics, the first hit is notably more difficult to land, sometimes missing opponents even at point blank range due to Mewtwo's character model pushing them away. As a result, the move is much less consistent at hitting opponents than in Smash 4, especially as an out-of-shield punish.
    •   The energy swirl is opaque and stylized, instead of a translucent whirl of particles.
  • Down smash:
    •   Down smash has less ending lag (FAF 44 → 41).
    •   It deals more damage (15% → 16%) with no knockback compensation, improving its KO potential. Alongside its reduced ending lag, this also makes it safer on shield.
    •   It deals additional shield damage (0 → 8 (close)/4 (far)), allowing it to better wear down shields, even with the potential of breaking them depending on charge.
    •   It has a longer hitbox duration (frames 21-22 → 21-23).
    •   It has much larger hitboxes (4u/8.7u → 7.5u/11u) that are placed higher (Y offset: 3.5u/3.5u → 4u/4u), improving its range. In combination with its longer hitbox duration, this makes it more effective for 2 frame punishes.
    •   It has a higher hitlag multiplier (1× → 1.3×), making it easier to DI.

Aerial attacks

  •   All aerials have less landing lag (13 frames → 10 (neutral), 14 → 8 (forward), 17 → 10 (back), 13 → 8 (up), 18 → 11 (down)).
  • Neutral aerial:
    •   The looping hits' deal more set knockback (22/46 → 30/60), and their feet hitboxes send at an autolink angle (110° → 367°), allowing them to connect more reliably.
    •   The move takes longer to interrupt (FAF 46 → 50).
    •   The looping hits have smaller hitboxes (3u → 2.5u), reducing the move's range for most of its duration.
      •   However, the last hit has a larger hitbox (10.9u → 13.5u).
    •   The move hits six times instead of nine. However, the first five hits deal more damage (1% → 1.6%), leaving its total damage output unchanged.
      •   The last hit has less startup to accommodate for this change (frame 39 → 27), This considerably shortens the move's hitbox duration, and significantly increases its ending lag in combination with its slower interruptibility, no longer allowing Mewtwo to act only five frames after the hitboxes cease.
    •   Due to the change to the Sakurai angle against aerial opponents (45.2637° → 38°), the move has improved edgeguarding potential, but coupled with its increased ending lag, it has almost entirely lost its combo potential into other aerials without landing.
    •   The last hit has a higher hitlag multiplier (1× → 1.2×), making it easier to DI, but giving Mewtwo more time to react to the direction the opponent is sent into.
    •   The move has altered visuals: rather than emitting multicolored orbs, Mewtwo discharges electricity around itself while flashing with a blue overlay.
  • Forward aerial:
    •   Forward aerial's arm hitbox is larger (3.9u → 4.5u).
    •   It sends at a lower angle (50° → 47°), slightly improving its KO potential near the edge.
    •   It has more startup (frame 6 → 7) and ending lag (FAF 38 → 40). In combination with the new knockback speed up effect decreasing hitstun for higher knockback values, this removes its combo potential into itself.
    •   It auto-cancels later (frame 36 → 37).
  • Back aerial:
    •   Back aerial's sweetspot has increased knockback scaling (90 → 101) while its middlespot and sourspot deal more damage (11%/9% → 12%/11%), improving its KO potential.
  • Up aerial:
    •   Up aerial deals more damage (11%/10%/9% → 12%/11%/10%) and has increased knockback scaling on the sweetspot, with its middlespot and sourspot mostly compensated (97 → 98/92/92), notably improving its KO potential.
      •   Its increased knockback hinders its combo potential at higher percents, especially out of an immediate double jump.
    •   It has an altered animation: Mewtwo no longer faces the screen after finishing its tail sweep.
  • Down aerial:
    •   Down aerial's sweetspot is placed lower (Y offset: -6.5u → -7.7u), improving its vertical range.
    •   It has more ending lag (FAF 46 → 48).
    •   The sourspot has a higher hitlag multiplier (1× → 1.2×), making it easier to DI.
    •   It now uses a darkness effect.

Throws and other attacks

  • Grabs:
    •   All grabs have more ending lag (FAF 36 → 40 (standing), 43 → 48 (dash), 41 → 43 (pivot)).
    •   Dash and pivot grab have more startup (frame 9 → 10 (dash), 10 → 11 (pivot)).
    •   Dash grab has less range (Z2 offset: 12.7u → 12u).
    •   Pivot grab has more range (Z2 offset: -15.2u → -17.3u).
  • Pummel:
    •   Pummel deals more hitlag (7 frames → 14), but has less startup (frame 4 → 1) and significantly less ending lag (FAF 19 → 7), shortening its duration.
    •   It deals less damage (2% → 1.3%).
    •   It has a new animation where it clenches its hand to attack. Additionally, Mewtwo no longer leans into the opponent when performed.
    •   It now attacks with dark energy rather than electricity, accompanied by the attack having a darkness effect instead of an electric one.
  • Forward throw:
    •   Forward throw's Shadow Balls launch at a lower angle (43° → 38°), slightly improving its ability to set up edgeguards.
    •   The Shadow Balls have a lower SDI multiplier (1× → 0.8×), making them harder to escape.
    •   The speed of the throw is no longer weight dependent, causing the shots to connect less reliably against lightweights, but more reliably against heavyweights.
    •   The universally increased hitlag causes the shots to connect more reliably at lower percents, while the knockback speed-up effect causes them to connect less reliably at higher percents.
      •   However, the new mechanic of hitlag being reduced as the number of players in a match increases worsens the shots' ability to connect in battles with more than two players.
    •   The throw has more set knockback (30 → 35).
  • Back throw:
    •   Back throw deals more damage (10% → 11%) with no compensation on knockback, improving its KO potential.
    •   It has an altered animation: Mewtwo tosses the opponent over its shoulder nonchalantly.
  • Down throw:
    •   Down throw has less ending lag (FAF 46 → 42), granting the move combo potential; most notably, it now has a KO setup into forward aerial at high percentages.
  • Edge attack:
    •   Edge attack deals more damage (7% → 9%).

Special moves

  • Shadow Ball:
    •   Like other charge-cancelable moves, Mewtwo can cancel Shadow Ball by spot dodging or jumping.
    •   It has less startup (frame 23 → 18) and ending lag (FAF 49 → 40).
    •   It reaches its full charge more quickly (138 → 123 frames).
    •   Uncharged Shadow Ball deals more damage (2.5% → 4%).
    •   Fully charged Shadow Ball has more knockback scaling (67 → 71), improving its KO potential.
    •   The changes to Shadow Ball in combination with the universally increased hitlag and Mewtwo's faster mobility allow it to combo into other attacks at various percentages depending on charge and positioning, such as dash attack and forward aerial.
    •   The move can no longer be charge-canceled immediately, instead incurring 4 frames of lag beforehand.
    •   Rather than gaining additional shield damage when charged that increases alongside the charge level, it has negative shield damage even when uncharged, which further decreases as it is charged (0 (minimum), 3 (maximum) → -0.6, -4). This worsens fully charged Shadow Balls' ability to break shields.
    •   Mewtwo always vocalizes when releasing a fully charged Shadow Ball, regardless whether the full charge was stored or not.
  • Confusion:
    •   Confusion has less startup and reflects projectiles faster (frame 12 → 10), with its total duration reduced as well (FAF 45 → 43).
    •   It has larger hitboxes (6.4u/9.2u → 7.4u/10.2u), improving its range.
    •   It incapacitates opponents for a certain amount of time after they are swirled around, which increases alongside their percent. Mewtwo has an advantage of one frame over the opponent starting at 15%, which increases by one frame for each additional 25%, until capping at six frames with a percentage of 140%. This grants the move followup potential, notably enabling a near-inescapable KO setup into forward aerial when performed in the air with the opponent at 140% or higher.
    •   It halts Mewtwo's horizontal momentum in the air, hindering its utility as a recovery move and landing mixup.
    •   It no longer corrects the opponent's position to the center of the ripple, which may leave them too far away to follow up with an attack, but far enough to be unable to punish Mewtwo with an aerial attack after using the move.
  • Teleport:
    •   Teleport has less ending lag on the ground (FAF 53 → 45).
    •   It has less landing lag (30 frames → 20).
    •   It can grab onto ledges more easily, with the new ledge grab range being roughly twice its original size.
    •   It grants slightly more intangibility frames (frames 9-17 → 9-19).
    •   It retains less horizontal momentum on the ground due to Mewtwo's increased traction, making ledge-canceling notably harder to perform.
    •   It has a darker, more distinct visual effect when Mewtwo disappears and reappears.
  • Disable:
    •   Disable grants full intangibility during frames 10-16.
    •   The hitboxes are placed lower (Y offset: 0u → -1.7u) and further out (Z offset: 0u → 2.5u), improving the move's range against short opponents, as well as horizontally alongside the previous change.
    •   It has an altered animation: Mewtwo spreads its arms out without leaning forwards, which resembles its official artwork. The particle effect has also been changed to become a green flash of light that travels outwards at eye level, making its hitbox clearer.
    •   It has more ending lag (FAF 48 → 53).
    •   The ground-only hitbox is slightly smaller (2.34u → 2.3u).
  • Psystrike:
    •   Psystrike deals more damage (30% → 40%).
    •   It has altered knockback (50 base/80 scaling → 80/40), making it stronger on smaller stages but weaker on larger stages.
    •   It has modified visual effects. The projectile is colored purple and white throughout the orb instead of purple at the edge and black/yellow/blue in the center. The center of the orb resembles a burst of energy instead of a vortex, and the move causes more intense visual effects when it hits an opponent.
    •   The final blow of the attack now happens on all opponents simultaneously rather than one at a time.

Update history

Mewtwo received a mix of buffs and nerfs via game updates, but was buffed significantly overall. Update 1.1.0 noticeably increased Disable's ending lag, which made it even riskier to use. Update 2.0.0 improved the consistency of both Teleport and forward tilt: the former enables Mewtwo to grab edges much more reliably, and the latter is more effective for spacing and KOing due to it launching opponents in front of Mewtwo exclusively instead of potentially behind it. However, this update also made dash attack much less safe on shield by noticeably decreasing its shieldstun multiplier.

Update 3.0.0 would then provide Mewtwo's first noteworthy changes: neutral attack has less start-up, up tilt has improved combo potential, forward smash has more range, forward tilt, up tilt and up aerial deal more damage, and Shadow Ball's already impressive power increased even further. Mewtwo's weight also increased slightly, although this is a fairly negligible improvement to its endurance. However, this same update also decreased Shadow Ball's shield damage output as part of a near-universal nerf to projectiles.

In update 4.0.0, Mewtwo's tail hurtbox was shrunken slightly, which made spacing with its tail attacks somewhat more effective. Additionally, some of its primary KO moves were improved, while Confusion's start-up, ending lag and reflection hitbox were each sped up by 2 frames. Update 7.0.0 buffed Mewtwo in a few minute ways. Its shield was enlarged as part of a near-universal buff, and its posture was altered while shielding, both of which make it less likely for it to be shield poked. Aside from these changes, down tilt's consistency was improved: it now reaches further into the plane of gameplay during its frame 6 hitbox, which prevents it from missing some characters entirely in certain situations.

However, update 8.0.0 granted Mewtwo arguably its most notable buffs. Shadow Ball, in particular, improved noticeably thanks to its decreased ending lag, faster traveling speed, and its uncharged version's higher damage output. Altogether, these buffs not only supplement its fully charged version's KO potential, but also made its uncharged version significantly better for both spacing and set-ups. Although somewhat less impactful than Shadow Ball's buffs, down throw's decreased ending lag is nevertheless noteworthy, as it has been repurposed from Mewtwo's least useful move into a decent combo starter that even possesses a KO combo (albeit one that is heavily dependent on DI)[1] into forward aerial at high percentages.

Aside from these buffs, back and up aerials were strengthened, improving their already above-average KO potentials at the cost of slightly worsening their combo potentials. Teleport's landing lag was decreased significantly, which makes Mewtwo less vulnerable when it Teleports directly on-stage in order to recover, escape pressure, or play mindgames. Like a few other characters, Mewtwo's pummel was also enlarged and repositioned to improve its consistency. Lastly, update 13.0.1 increased the damage outputs of both forward tilt and forward throw. As a result, the former's KO potential was improved even further when sweetspotted and it is safer on hit overall, whereas the latter is now the most damaging throw of its kind by default.

Overall, Mewtwo fares significantly better than it did at the launch of Ultimate, thanks to its buffs noticeably expanding the utility of its moveset (particularly Shadow Ball, Confusion, Teleport and down throw) as well as strengthening its already impressive overall power.

  1.1.0

  •   Disable has more ending lag (FAF 47 → 52).

  2.0.0

  •   Dash attack has a lower shieldstun multiplier. (1.875x → 1.3x).
  •   Forward tilt now always sends opponents in front of Mewtwo.
  •   Teleport can grab on to ledges more easily, with the new ledge grab range being roughly twice its original size.

  3.0.0

  •   Mewtwo's weight was increased (77 → 79), slightly improving its endurance.
  •   Neutral attack has less start-up lag (frame 6 → 5) and ending lag (FAF 23 → 22).
  •   Forward tilt deals more damage (10%/9%/8% → 11%/10%/9%), with knockback scaling not fully compensated (80 → 75).
  •   Up tilt deals more damage (6%/5%/4.5% → 7%/6%/5.5% (early), 5%/4%/3% → 6%/5%/4% (late)), with knockback scaling not fully compensated (114/114/80/80 → 105/105/71/71 (clean), 114 → 105 (late)).
  •   Up tilt's tip hitbox's angle has been adjusted (361° → 110°). This improves its combo potential.
  •   Forward smash has more range (5.6u → 6.3u).
  •   Up aerial deals more damage (11%/10%/9% → 12%/11%/10%)
    •   Up aerial's knockback scaling was overcompensated (97 → 86), KOing later but improving its combo potential.
  •   Edge roll grants more intangibility (1-21 → 1-27).
  •   Edge attack has slightly more range (Z offset: 19u-5.5u → 19u-3.5u).
  •   Fully charged Shadow Ball has more knockback scaling (67 → 71).
  •   Shadow Ball deals less shield damage (0/3 (uncharged/fully charged) → -0.6/-4).

  4.0.0

  •   Mewtwo has a slightly shorter and thinner hurtbox on its tail.
  •   Up smash's last hit has more knockback scaling (107 → 111).
  •   Up smash's last hit has a longer hitbox duration (frames 22-23 → 22-25).
  •   Down smash has less ending lag (FAF 44 → 41).
  •   Back throw deals more damage (10% → 11%) with no compensation on knockback.
  •   Confusion has less startup lag (frame 12 → 10) with its total duration reduced as well (FAF 45 → 43).
  •   Confusion starts reflecting projectiles earlier (frame 12 → 10).

  7.0.0

  •   Overall shield size has been increased by 1.1×.
  •   Mewtwo's shielding pose has been altered to reduce the possibility of a shield stab.
  •   Down tilt's hitboxes have altered positions on frame 6 to reach more into the plane of gameplay, preventing it from missing characters completely during certain animations.

  8.0.0

  • Back aerial:
    •   The sweetspot has more knockback scaling (97 → 101).
    •   The middlespot and sourspot deal more damage (11%/9% → 12%/11%).
  •   Up aerial has more knockback scaling, especially on the sweetspot (86 → 98/92/92).
  •   Pummel has a larger hitbox (7u → 7.5u) that is placed further horizontally (Z offset: 7u → 7.5u), allowing it to connect more consistently.
  •   Down throw has less ending lag (FAF 46 → 42), granting it true combos into forward aerial from mid to high percents.
  • Shadow Ball:
    •   The move has less ending lag (FAF 44 → 40).
    •   The Shadow Ball travels faster.
    •   Uncharged Shadow Ball deals more damage (2.5% → 4%).
  •   Teleport has less landing lag (30 frames → 20).

  13.0.1

  •   Forward tilt deals more damage with no compensation on knockback (close/mid/far: 11%/10%/9% → 12%/11%/10%).
  •   Forward throw's Shadow Balls deal more damage (2% → 2.4%; total: 13% → 15%).

Moveset

  • Mewtwo has a special double jump that propels it in a floatier, curved trajectory with significantly more height. This trait is shared with Ness, Lucas, Kazuya, and Sora. The upward momentum of Mewtwo's double jump can be canceled by inputting a special move or throwing an item.
  • Mewtwo can wall jump.
  • The inner hitboxes of Mewtwo's tail attacks deal more damage and knockback than the outer hitboxes.

For a gallery of Mewtwo's hitboxes, see here.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack Dark Flash (ダークフラッシュ) / Dark Flame (ダークフレイム) / Dark Finish (ダークフィニッシュ) 3% Extends its arm to emit a small burst of energy. Repeatedly pressing the attack button causes Mewtwo to sway its arm up and down to emit multiple bursts of energy before finishing with an energy-infused upward swipe. The first hit can jab reset. It is one of the most damaging neutral attacks in the game (especially when backed up against a wall or edge), and is usually able to deal around 20%-30%, even if the opponent uses optimal SDI.
0.8% (loop), 2.5% (last)
Forward tilt Tail Whip (テイルウィップ) 12% (near), 11% (mid), 10% (far) Swings its tail forward. It is surprisingly strong for a tilt attack, with its near hitbox KOing at around 80% near the edge and even its far hitbox KOing at around 120%. It can be angled up to function as an anti-air, and angled down to hit opponents hanging on the ledge. Its long range and high power allows it to function as an effective whiff punish, especially out of a pivot.
Up tilt Quick Wiper (クイックワイパー) 7% (clean near), 6% (clean mid, late near), 5.5% (clean far, close), 5% (late mid), 4% (late far) Telekinetically backflips to swing its tail in an overhead arcing motion. One of Mewtwo's best combo starters, as its hitboxes launch opponents at favorable angles for comboing into itself, an up smash, an aerial, or Confusion at low percentages. It can also be used for juggling and as an anti-air beginning at medium percentages, and can even KO at high percentages (around 145% for middleweights). It covers a very wide range, hitting opponents near Mewtwo's back, making it a reliable move for catching landings. Most of Mewtwo's tail is a hurtbox, however, so it is less useful as an anti-air against other characters with disjointed hitboxes that can beat it out.
Down tilt Tail Sweep (アンダースラップ, Under Slap) 5% (near), 4.5% (mid), 4% (far) Crouches and spins around to swing its tail in front of itself. It is Mewtwo's fastest tilt with long range and low ending lag, making it good for close quarters combat. It is also among Mewtwo's best combo starters, being able to combo into an up tilt or any of Mewtwo's aerials. However, the sourspot on the tip of the tail does not lead to any combos, making it only useful for poking in the neutral. If it hits an opponent below the edge, it can confirm into a forward aerial for a potential KO combo at high percentages.
Dash attack Dark Torch (ダークトーチ) 12% (clean sweetspot), 9% (clean sourspot), 6% (late sweetspot), 4% (late sourspot) A lunging, energy-infused palm thrust. Its clean sweetspot deals above average knockback, which can KO at around 140% at the ledge. It is relatively fast and covers a decent distance, making it suitable for whiff punishes. However, it has moderate ending lag, making it punishable on shield. The late hit can lead into a buffered forward aerial at very low percentages.
Forward smash Shadow Blast (シャドーブラスト) 20% (blast), 16% (arms) Quickly cups its hands to its side, and then thrusts them forward to perform a double palm thrust that emits a blast of energy. It is Mewtwo's strongest attack and an incredibly powerful punish out of a shield break or Disable, with its sweetspot KOing at around 70% near the edge uncharged and its sourspot having respectable power as well. Due to it hitting on frame 19 and having 31 frames of ending lag, however, it is very punishable when whiffed or shielded at close range. It can be angled. It resembles Mewtwo's animation when performing a special move in the Pokémon Stadium series, and one of its attacking animations as of Pokémon X and Y.
Up smash Galaxy Force (ギャラクシーフォース) 2% (hits 1-3), 10% (hit 4) Thrusts its arm upward to emit a swirling, galaxy-shaped blast of energy. It can KO middleweights at around 90% if all hits connect and is very fast for its power, with its initial scooping hitbox coming out on frame 9 and its overhead hitbox frame 10. However, due to jostling, the initial hitbox can sometimes miss even at point blank range, making it unreliable as an out of shield punish unless the opponent lands very close to Mewtwo's shield. The large, disjointed, long-lasting overhead hitbox can work as an anti-air against landing aerials, but opponents can air dodge through it with good timing. It has an enormous 43 frames of ending lag, making it very easy to punish if it misses due to the reasons above and making it a very high risk, high reward maneuver.
Down smash Shadow Bomb (シャドーボム) 16% Extends its arm at a diagonal angle toward the ground to emit a large burst of energy from its fingertip. It is one of the few down smashes that does not hit on both sides. It is incredibly powerful, KOing at around 90% and launches at 55°, the latter of which makes optimal DI ambiguous. It comes out on frame 21, yet its ending lag relative to its power and startup is extremely low, as Mewtwo can act out of it after 41 frames. Combined with its extra shield damage, it is safe on shield against most characters, and potentially even on whiff. This makes it a non-committal punish against landings, spot dodges, etc., helped by its lack of a sourspot. It can also act as a powerful 2 frame punish at the edge due to its generous hitbox and 3 active frames. While it lacks a traditional sourspot, its outer hitbox only affects grounded opponents and deals less shield damage than its inner hitbox.
Neutral aerial Body Spark (ボディスパーク) 1.6% (hits 1-5), 4% (hit 6) Discharges electricity around itself with its limbs spread out. It comes out on frame 7, tying it with forward aerial for having the lowest startup lag out of Mewtwo's aerials. Its hitboxes are positioned at Mewtwo's hands and feet and keep the opponent trapped, whereas its last hitbox launches them. Its fast startup and long duration make it great for catching jumps. It is Mewtwo's best out of shield option thanks to it hitting in front of and behind itself, although it can be inconsistent at hitting because of its looping hitboxes being extremely small. Its linking hits can also drag opponents down if fast falling, which can lead to follow-ups, gimps and KO confirms, most reliably into up smash.
Forward aerial Shadow Scratch (シャドースクラッチ) 13% An energy-infused swipe. It comes out on frame 7, tying it with neutral aerial for having the lowest startup lag out of Mewtwo's aerial attacks. It is one of Mewtwo's best KO options, KOing middleweights at around 90% near the edge. It also boasts combo potential at low percentages, as it can also combo into itself, down tilt, Shadow Ball and more. It is a very safe poking option because of its range, safety on shield and low landing lag. However, it is susceptible to anti-airs due to not being disjointed. It can also be used as an edgeguarding tool, albeit with some difficulty due to its hitbox's position. Its speed, safety, range, and utility at all percentages make it a staple of Mewtwo's neutral game and moveset, and it is generally considered the best forward aerial in the game.
Back aerial Air Tail (エアテイル) 13% (near), 12% (mid), 11% (far) Swings its tail behind itself in an upward arc. It covers a very wide area and deals high knockback, making it great at edgeguarding, particularly against double jumps, and allows it to easily wall out opposing aerial approaches. It comes out on frame 13, which is the 2nd highest amount of startup lag out of Mewtwo's aerials. It also possesses a blind spot below Mewtwo, while disjointed attacks will beat out its hitbox, reducing its utility against some characters and making it a liability in disadvantage. It can KO at around 100% near the edge, and much earlier off-stage.
Up aerial Somersault Attack (サマーソルトアタック) 12% (near), 11% (mid), 10% (far) Backflips to swing its tail in an overhead arcing motion, similarly to its up tilt. It covers a wide range, making it great for juggling, and it deals high knockback for an up aerial, KOing at around 110% near the upper blast line. It can be used to catch high recoveries and jumps onto the stage. If used when landing, it can combo into all of Mewtwo's aerials and Shadow Ball, potentially leading to KOs. Most notably, an ascending double jump up aerial can lead into a forward aerial as a situational KO confirm. However, it is difficult to hit short opponents while descending with the move.
Down aerial Meteor Kick (メテオキック) 14% (grounded opponents, aerial sourspot), 15% (aerial sweetspot) A backflipping stomp that emits a burst of energy from Mewtwo's foot. It is Mewtwo's most damaging aerial attack. It is also a very powerful meteor smash when sweetspotted in the air and has a rather large disjoint that extends below Mewtwo's foot, making it useful for edgeguarding and 2 frame punishes. It comes out on frame 15, however, which is the highest amount of startup lag out of Mewtwo's aerials. Its sourspot boasts respectable power and can combo into tilts at low percentages and aerials at medium percentages, or even KO outright at around 140%.
Grab Psychic (サイコキネシス, Psychokinesis) Telekinetically holds an opponent. Mewtwo's grab range and speed are average.
Pummel Dark Shock (ダークショック) 1.3% Emits a point-blank burst of dark energy.
Forward throw Shadow Cannon (シャドーマシンガン, Shadow Machine Gun) 3% (throw), 2.4% (Shadow Balls) Telekinetically lifts the opponent diagonally in the air before firing 5 Shadow Balls at them. It deals 15% if all of its hits connect, making it the most damaging forward throw in the game by default. However, the Shadow Balls can be reflected by any character with a passive reflector, such as Hero using Bounce or any opponent wearing a Franklin Badge. By extension, other nearby opponents with reflectors and/or absorption moves can choose to intercept it, while opponents can also DI to avoid some of the projectiles at higher percentages and mitigate the throw's damage output. While it does not possess any true follow-ups, it has relatively low ending lag and leaves the opponent in a favorable position for Mewtwo to cover their options with a dashing up tilt, dash attack, back aerial, etc. If the opponent fails to DI all of the Shadow Balls correctly, it can KO at around 140% from the combined knockback of every projectile.
Back throw Psycho Throw (サイコスロー) 11% Telekinetically throws the opponent behind itself. Its high damage output and decent knockback make it one of the strongest back throws in the game and one of Mewtwo's most viable KO options, KOing middleweights at around 100% while near the edge.
Up throw Psychic Whirlwind (ワールスロー, Whirl Throw) 12% Telekinetically whirls the opponent around itself before launching them directly overhead. Tied with Incineroar's up throw for the 3rd strongest up throw in the game, and is surpassed only by Charizard and Olimar's Blue Pikmin up throws. It KOs middleweights at around 140% from ground level, and even earlier when standing on a platform.
Down throw Tail Beat (テイルビート) 4% (hit 1), 5% (throw) Telekinetically slams the opponent to the ground, and then somersaults in order to strike them with its tail. As of update 8.0.0, it can combo into upward angled forward tilt and up tilt at low percentages, and forward aerial at medium to high percentages, the latter of which can KO reliably at around 80%-130% depending on the opponent's weight and size. The aforementioned follow-ups are susceptible to DI, although its quick startup is difficult to react to, and it can be used as a mix-up to forward throw. At medium to high percentages, it can force the opponent onto a platform if used below one, leading to a tech-chase situation where Mewtwo can potentially follow up with an aerial, up smash, or even Disable with a proper read.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Telekinetically spins around to swing its tail before getting up.
Floor attack (back)
Floor getups (back)
  7% Telekinetically spins around to swing its tail before getting up.
Floor attack (trip)
Floor getups (trip)
  5% Performs a dark energy-infused swipe behind itself and then in front of itself while getting up.
Edge attack
Edge getups
  9% Swings its tail in front of itself while climbing up. As of update 3.0.0, it has the 2nd longest range of any edge attack in the game, being surpassed only by Bowser's.
Neutral special Shadow Ball 4% (uncharged), 25% (fully charged) Cups its hands to its side and creates a blackish violet sphere of energy between its hands, then thrusts its hands forward to launch the sphere. Depending on its charge and the opponent's damage, Shadow Ball can combo into almost any move, including (but not limited to) down tilt, up tilt, grab, dash attack, forward aerial, and up smash, potentially even leading to a KO with the latter two moves. It can be B-reversed and wavebounced, giving Mewtwo tricky movement mix-ups to use in the neutral and when landing. Like all of Mewtwo's specials, it can be used to cancel the upward momentum of Mewtwo's double jump. When fully charged, Shadow Ball travels faster, is harder to clank with, and can KO at medium to high percentages. Because of these attributes, it is one of Mewtwo's best tools in the neutral game.
Side special Confusion 1.15% (hits 1-7), 1% (throw), 1.4× (reflected projectiles) Swipes forward to emit a ripple of psychic energy from its hand. It has impressive utility, courtesy of it functioning both as a reflector and a command grab, making it a viable option when landing, recovering or getting up from the edge. As a grab, the ripple spins opponents around and leaves them tumbling at a frame disadvantage that is dependent on their damage. If used in the air at 140%, it can combo into forward aerial, ensuring a KO unless the opponent has a combo breaker that comes out on frame 1. If the opponent does not have a combo breaker that comes out on frame 2, it can also combo into up tilt past these percentages, which can KO at around 150%. It also functions as a Fall Break, making it useful for mixing up landings and recovery timings.
Up special Teleport Teleports to a different location. It renders Mewtwo completely invulnerable after frame 9. It has 20 frames of landing lag, making it a potentially effective, albeit punishable escape option when being juggled. It carries Mewtwo's vertical momentum out of a double jump very well, giving it a deceptively long travel distance, though it carries limited horizontal momentum. Its combination of intangibility, long travel distance, and quick startup makes it a very effective recovery move. When coupled with the stalling capabilities of its double jump and other special moves, Teleport makes Mewtwo exceedingly difficult to edgeguard.

It can also be used to edge cancel, although its precise edge canceling window and tendency to "bounce" off surfaces can often cause Mewtwo to overshoot the edge entirely, leading to accidental self-destructs offstage and making it a very risky endeavor.

Down special Disable 1% Emits a minuscule spark of psychic energy from its eyes that travels forward. It it hits an opponent facing Mewtwo, it stuns them if they are on the ground. Conversely, it will launch them backward with weak knockback if they are airborne. It only works if the opponent is facing Mewtwo and will have no effect otherwise, making it useless for punishing back aerials, cross-ups, etc. It stuns the opponent for longer the more damaged they are, allowing it to confirm KOs from as low as 50%. Since opponents face the same direction during all of their getup options, it is especially effective at tech-chasing, essentially guaranteeing the power of a charged smash attack with the startup of a uncharged one, though its aforementioned properties make it situational to land otherwise. Due to being a projectile, Disable can also be reflected. Disable grants intangibility on frames 10-16, allowing it to beat out attacks when timed properly. When coupled with its deceptively long range, it can also be used as a surprise landing option against unaware opponents.
Final Smash Psystrike 40% 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 opponents and walls, and any opponent caught will be stunned before being launched by an intense, mind-shattering blow. It is incredibly powerful, as it will KO at around 50% from center-stage.

Announcer call

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On-screen appearance

  • Teleports on-screen while surrounded in a flame-like aura of psychic energy, then descends to the ground as whisps of psychic energy disperse from its body.

Taunts

  • Up Taunt: Folds its arms as it telekinetically spins around on the spot while laughing. Resembles the animation Mewtwo performs while using a physical move in Pokémon Stadium series. If Mewtwo is holding an item, the item will orbit telekinetically around with it on the final spin.
  • Side Taunt: Surrounds itself in a flame-like aura of psychic energy, similarly to Fox and Lucario's up taunts.
  • Down Taunt: After turning to face the screen, it waves its hand in a circular motion in front of itself. It then proceeds to thrust its opposite arm forward while emitting a small burst of energy from its palm. If Mewtwo is holding an item, the item will orbit telekinetically around its body during the taunt.

Idle poses

  • Crosses its arms and then moves them outward.
  • Holds out one hand in front of itself.

Crowd cheer

Cheer (English) Cheer (Japanese/Chinese) Cheer (Italian) Cheer (Dutch) Cheer (French)
Cheer
 

 
Description Mewwww-two! Mewwww-two! Mewwww-two! *claps 3 times* Mewwww-two! Allez Mew - two!
Cheer (German) Cheer (Spanish) Cheer (Russian) Cheer (Korean)
Cheer
Description Mewwww-two! *claps 3 times* Mewwww-two! Mew -- two! Mew - two!

Victory poses

  • Left: While emitting wisps of psychic energy from its body and growling, Mewtwo raises its left hand in front of itself while pulling back its right hand. Mewtwo then thrusts its right hand forward, emitting a pulsating burst of energy from its palm. In Japanese, it says "私は負けるわけにはいかない!", which translates to "I cannot afford to lose!"
  • Up: Mewtwo crosses its arms as it turns its back to the screen, and then looks back over its shoulder, scoffing. In Japanese, it says "私はなぜ ここにいるのか…?", which translates to "Why am I here...?"
  • Right: Spins once while levitating and emitting wisps of psychic energy from its body, then strikes a poses while briefly emitting a flame-like aura of psychic energy around itself as it laughs. In Japanese, it says "愚かな!", which translates to "Foolish!"
A small excerpt of the title screen theme song of Pokémon Red, Green, Blue, and Yellow Versions. The song has since become the Pokémon series' main theme song.

In competitive play

Initially, the community's perception on Mewtwo was better than in Super Smash Bros. 4, where it was widely considered a top tier character due to Mewtwo's improved KO power, its endurance (its main weakness) being seemingly toned down thanks to increased weight, and benefits from the universal mobility changes. As such, many players believed Mewtwo would become a high tier character or even reassert itself as a top tier character, with the potential to be one of the best characters in the game. This initial opinion didn't stick, however, as Mewtwo's flaws became more prominent. Most notoriously, Mewtwo's extended tail hurtbox caused it to be clipped by many attacks from a noticeable range. Additionally, its disadvantage state has been significantly nerfed due to its larger hurtbox and the changes to air dodging. Due to these nerfs, Mewtwo had little impact in Ultimate's early metagame, with most of Mewtwo's playerbase from SSB4 dropping it in favor of other characters. Although SDX saw initial success with the character, he would also eventually drop the character, leaving Mewtwo with no high-level representation.

Game updates addressed some of Mewtwo's biggest flaws to varying degrees, and dedicated mains such as Zenkai and ???? began to gather respectable placements online. In addition, Mewtwo received meaningful buffs during the COVID-19 pandemic, and saw online success from players such as WaDi and Chewie. However, following the return of offline competitive play, Mewtwo's results continued to remain sparse, with WaDi being the only player who consistently saw respectable placements with the character, and even then his results with Mewtwo were often complemented with other characters. As it stands, opinions on Mewtwo have improved since the early metagame, but remain worse than its reputation during the Smash 4 days.

Most historically significant players

See also: Category:Mewtwo professionals (SSBU)

Classic Mode: Psychic Control

 
Mewtwo's congratulations screen.

Aside from Round 1, Mewtwo is allied with opponents it found in previous Rounds under the premise that its teammates are under its mental control. These teammates typically represent characters that have been brainwashed in their respective home series.

Round Opponent Stage Music Notes
1   Ness and   Lucas Fourside Fourside (Melee) Both characters use PSI attacks, which are similar to Mewtwo's psychic powers. Mewtwo itself is also similar to Giygas/Giegue as he appears in EarthBound Beginnings.
2   Cloud Midgar Snowman   Lucas is a CPU ally. His costume is based on the Masked Man, a form his twin brother, Claus, assumed upon being brainwashed by Porky Minch in Mother 3.
3   Ryu and   Ken Suzaku Castle Fight On!   Cloud is a CPU ally. Cloud was brainwashed briefly by Sephiroth in Final Fantasy VII.
4   Richter Dracula's Castle Vega Stage   Ken is a CPU ally. Ken's costume is based on Violent Ken, a form he assumed upon being brainwashed by M. Bison in SNK vs. Capcom: SVC Chaos and Ultra Street Fighter II: The Final Challengers.
5   Palutena and   Pit Skyworld Lament of Innocence   Richter is a CPU ally. Richter was brainwashed by Shaft in Castlevania: Symphony of the Night.
6   Pikachu,   Pichu,   Jigglypuff, and   Lucario Kalos Pokémon League Destroyed Skyworld   Pit is a CPU ally. Pit lost control of his body due to the Chaos Kin sealing his soul into a ring in Kid Icarus: Uprising.
Bonus Stage
Final Master Hand and Crazy Hand Final Destination Battle! (Lorekeeper Zinnia)   Pikachu is a CPU ally. Ash's Pikachu was cloned by Mewtwo in Pokémon: The First Movie, and was mind controlled by a Drowzee in the anime episode Pikachu Re-Volts.

Note: Each round uses a track taken from the series fought in the previous Round.

Note 2: Items are disabled in Round 3.

Credits roll after completing Classic Mode. Completing it as Mewtwo has Victory Road - Pokémon Ruby / Pokémon Sapphire accompany the credits.

Role in World of Light

 
Finding Mewtwo in World of Light

Mewtwo was among the fighters that were summoned to fight the army of Master Hands.

During the opening cutscene, Mewtwo was present on the cliffside when Galeem unleashed his beams of light. Mewtwo and Zelda attempted to reflect the beams using Confusion and Nayru's Love, respectively. However, their efforts failed, with both being vaporized and placed under Galeem's imprisonment, along with the rest of the fighters (excluding Kirby).

Mewtwo was one of the many fighters that fell under Dharkon's control upon Galeem's first defeat. It can be found in the Mysterious Dimension sub-area, where its location will be accessed during the quiz segment asking which spirit cannot be inhaled by Kirby (the answer for Mewtwo being Whispy Woods).

Fighter Battle

No. Image Name Type Power Stage Music
24 Mewtwo
 
Grab
12,000 Spear Pillar (Ω form) Battle! (Dialga/Palkia) / Spear Pillar

Spirits

Mewtwo's fighter spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 300 Gold, but only after Mewtwo has been unlocked. Unlocking Mewtwo in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Its fighter spirit has an alternate version that replaces it with its artwork in Ultimate.

Additionally, one of Mewtwo's Mega Evolutions, Mega Mewtwo Y, appears as a primary spirit.

In Spirit Battles

As the main opponent

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
204 ReDead The Legend of Zelda Series Mewtwo Team  ×4 (50 HP)
 
2,100 Hyrule Castle (Battlefield form) N/A •The enemy has super armor but moves slower
Stamina battle
•The enemy favors down specials
Song of Storms
436 Abra Pokémon Series Mewtwo  
 
2,000 Saffron City N/A •Timed battle (1:00)
•Only certain Pokémon will emerge from Poké Balls (Abra)
Battle! (Wild Pokémon) - Pokémon Sun / Pokémon Moon
464 Mega Mewtwo Y Pokémon Series Mewtwo  
 
9,500 Spear Pillar (hazards off) •Sudden Final Smash •The enemy will suddenly have a Final Smash Pokémon Red / Pokémon Blue Medley
465 Mew Pokémon Series Mewtwo  
 
13,900 Kongo Jungle •Invisibility
•Hazard: Fog
•The stage is covered in fog
•Timed battle (1:30)
•The enemy is invisible after a little while
Pokémon Red / Pokémon Blue Medley
486 Celebi Pokémon Series Mewtwo  
 
13,600 Garden of Hope (Battlefield form) •Flowery
•Hazard: Fog
•The stage is covered in fog
•You constantly take minor damage
•The enemy heals over time
Pokémon Gold / Pokémon Silver Medley
491 Milotic Pokémon Series Mewtwo  
 
4,200 Kalos Pokémon League (Flood Chamber only) •Defense ↑ •Timed battle (1:30)
•The enemy has increased defense
•The enemy shields often
Battle! (Wild Pokémon) - Pokémon Ruby / Pokémon Sapphire
502 Deoxys (Normal Forme) Pokémon Series Mewtwo  
 
13,300 Mario Galaxy (Battlefield form) •Attack Power ↑ •The enemy has increased attack power
•Only certain Pokémon will emerge from Poké Balls (Deoxys)
Battle! (Lorekeeper Zinnia)
508 Uxie, Mesprit, & Azelf Pokémon Series •Tiny Mewtwo    
 
9,000 Spear Pillar (Battlefield form) •Health Recovery •The enemy's special moves have increased power
•The enemy is healed when the enemy's at high damage
Battle! (Dialga/Palkia) / Spear Pillar Uxie (yellow costume)
Mesprit (pink costume)
Azelf (blue costume)
510 Palkia Pokémon Series Mewtwo  
 
9,400 Spear Pillar (Palkia only) •Hazard: Left Is Right, Right Is Left •Left and right controls will suddenly reverse after a little while Battle! (Dialga/Palkia) / Spear Pillar
560 Necrozma Pokémon Series •Gold Mewtwo   (160 HP)
 
9,400 Spear Pillar (hazards off) •Giant •The enemy is giant when the enemy's at high damage
•The enemy's special moves have increased power
Stamina battle
Battle! (Elite Four) / Battle! (Solgaleo/Lunala) Ultra Necrozma
737 Orbulon WarioWare Series Mewtwo  
 
3,700 Balloon Fight (Battlefield form) •Assist Trophy Enemies (Starman) •Hostile assist trophies will appear
•The enemy deals damage when falling
•The enemy has increased jump power
WarioWare, Inc.
1,022 Inspired Bayonetta Series Mewtwo Team  ×4
 
1,900 Umbra Clock Tower N/A •The enemy's physical attacks have increased power
•The enemy starts the battle with a Rocket Belt
One Of A Kind
1,281 Esna Ever Oasis Mewtwo  
 
9,200 Mushroom Kingdom II •Flowery •You constantly take minor damage
•The enemy's FS Meter charges quickly
Dawn in the Desert
1,400 The Devil (Cuphead) Cuphead •Giant Mewtwo  
 
4,000 Castle Siege (Underground Cavern) •Attack Power ↑
•Assist Trophy Enemies (Bomberman)
•Hostile assist trophies will appear after a little while
•The enemy has increased attack power when the enemy's at high damage
•The enemy starts the battle with a Death's Scythe
Flashes of Fear
Floral Fury[SB 1]
1,496 FU (Jess-Baptiste VI) No More Heroes Series Mewtwo  
 
9,400 Final Destination •Assist Trophy Enemies (Ghirahim)
•Item: Black Hole
•Hostile assist trophies will appear when the enemy's at high damage
•Only certain Pokémon will emerge from Poké Balls (Deoxys)
Yell "Dead Cell"

As a minion

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
1,068 Medusa Head Castlevania Series Meta Knight  
•Tiny Mewtwo  ×5
 
3,600 Dracula's Castle •Move Speed ↓ •You have reduced move speed after a little while
•The enemy falls slowly
•Defeat an army of fighters
Starker / Wicked Child Medusa Head's snakes
1,148 Satoru Trade & Battle: Card Hero Series Shulk  
Mewtwo  
Ridley  
Bowser  
 
1,700 Pokémon Stadium 2 •Move Speed ↓ •Defeat the main fighter to win
•The enemy's melee weapons have increased power
•Reinforcements will appear during the battle
Worthy Rival Battle Zombie
  1. ^ This alternative occurs when the corresponding DLC has been purchased and downloaded.

Alternate costumes

 
               

Gallery

Fighter Showcase Video

Trivia

  • Mewtwo's artwork for Super Smash Bros. Ultimate resembles its artwork for Pokémon FireRed and LeafGreen Versions, albeit with its hands and legs positioned slightly differently.
  • Mewtwo's confirmation as a fighter in Ultimate marked the first time that Pikachu was not the first playable Pokémon to be announced as a part of the roster.
  • Mewtwo was the last non-DLC character added to the Super Smash Bros. Blog.
    • However, due to Mr. Game & Watch's blog page only being available on Asian websites until December 7th, Mr. Game & Watch was the last character added to the blog on non-Asian websites.
  • Mewtwo is the only character whose victory grunts/laughter are omitted from the English Sound Test.
    • Additionally, if Ultimate's language is currently set to either Spanish, German, Dutch or Russian, Mewtwo will be mute during its victory poses. This is due to Ultimate incorrectly loading up its voice clips from the Japanese version, which are not present in the international versions.
  • Mewtwo, Dark Samus and Ganondorf are the only fighters whose Classic Mode routes center around protagonists and heroes for opponents. All of these fighters face heroes/protagonists from their own home series.
    • Similarly to Dark Samus, Mewtwo's teammates are based on the premise of them being brainwashed to fight other opponents for its Classic Mode route, thus making Mewtwo's route an inverse of Joker's.
  • There is currently a positioning glitch when Mewtwo performs an air dodge when it is facing left. It will be facing away from the screen when disappearing and reappearing.
  • Mewtwo is the only fighter who can stun other fighters in Ultimate without the use of items or breaking shields.
  • Mewtwo, Cloud, Hero and Sephiroth are the only fighters to speak Japanese in at least 1 version of Ultimate to never speak in English in any version of the game.
    • Out of those fighters, Mewtwo is the only one who is a first-party character and not property of Square Enix.
    • Coincidentally, all of these fighters have been DLC characters at one point.
  • While Mewtwo is being attacked by Pikmin via Pikmin Throw, poisoned or cursed, its eyes turn green just like when it uses Disable. Unlike Disable, Mewtwo's eyes remain green until the Pikmin falls off or the aforementioned effects wear off.
  • Mewtwo's Classic Mode route is the only one that features music that is neither from the stage's home series nor that of the played fighter's universe. Instead, the music is from the ally's home series, with the exceptions being Round 1 (which has no allies) and the Final Round (which features Mewtwo and Pikachu, both of whom are from the Pokémon series).
  • Datamining Mewtwo's sound files revealed that its defeated voice clip when KO'd by reaching 0 HP during its final stock in Stamina Mode has a "Japanese" variant, much like its victorious voice clips. However, the clip is otherwise identical to the "international" variant.
  • Due to character customization being exclusive to the Mii Fighters in Ultimate, Mewtwo and Greninja are the only playable Pokémon whose special movesets contain more than 4 moves from the Pokémon core series. In Mewtwo's case, it uses Shadow Ball, Confusion, Teleport, Disable and Psystrike. The other playable Pokémon use a move original to the Super Smash Bros. series either as one of their special moves or as their Final Smash, whereas Greninja uses Mat Block (a core series move) to initiate Secret Ninja Attack (which is original to the Super Smash Bros. series).

References