This article is about Mewtwo's appearance in Super Smash Bros. 4. For the character in other contexts, see Mewtwo.
Mewtwo
in Super Smash Bros. 4
Mewtwo SSB4.png
PokemonSymbol.svg
Universe Pokémon
Other playable appearance in Melee


Availability Downloadable
Final Smash Psystrike
Mewtwo (SSB4)
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 from those from Melee.

Attributes

 

Mewtwo is the second lightest character in the game, possessing above average damage output, as well as fast air and dashing speeds, making it a fairly mobile character. However, despite its floaty nature, it is very easy to combo due to its tall size. As its fighter trophy states, its throws are among the most powerful in SSB4, with even its weakest dealing a respectable 9%. A majority of Mewtwo's attacks 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. Shadow Ball, Mewtwo's neutral special, has been given a significant increase in strength to the point that it is now 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 it deals when fired has also been increased, which can either result in an unintended self-destruct or be used as a clever method of aiding Mewtwo's recovery. Teleport also has been changed; it has more endlag, momentum, and start-up, 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. 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 and their projectiles. It also provides Mewtwo a slight vertical boost when used in midair, which further helps its recovery, and can help Mewtwo set up a follow-up. 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 to unleash a smash attack. These modifications make it a much better special attack to use, as Mewtwo can catch a foe by surprise in close combat and then start any manner of combos, or simply finish them off if their damage is high enough. 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 very useful KOing option.

Overall, Mewtwo provides a "high risk, high reward" playstyle, similarly to Little Mac. Due to possessing a number of KOing options that have capable reach as well as a rather formidable 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 like Mac does. 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.

Changes from Melee

Although Mewtwo's buffs are noticeable, especially in regards to Disable and Confusion, the major flaws it retains from Melee have resulted in Mewtwo being nerfed overall in the transition to SSB4, despite being largely considered one of the worst characters in Melee. Its combo game, approach, and survivability were all toned down, with buffs failing to properly compensate.

One of Mewtwo's biggest nerfs in the transition is a large decrease to its already low weight (now being a mere four units heavier than Jigglypuff) and a slight increase to its already tall hurtbox, making Mewtwo significantly easier to KO than in Melee. Teleport, formerly one of its reliable defensive options, has more landing lag, weakening its mix-up utility and its ability to escape pressure. Many attacks additionally have slightly more start-up. The loss of wavedashing and double jump canceling also harms Mewtwo, as those aided its combo game and approach in Melee. Its throw-oriented combo game has been toned down significantly from Melee; one example is that down throw now has slightly more end lag, making it even more difficult for Mewtwo to set up combos and thus being one of the only characters who have down throws 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.

Mewtwo, however, did receive several significant buffs in other areas; its aerials are better 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. Mewtwo can also dash faster than in Melee, which helps its ground game. Mewtwo's retains a very powerful up throw and a forward throw that can both deal respectable damage and help refresh many moves in the stale move queue. The removal of directional air dodging and heavy landing lag with an air dodge is a significant buff to its Shadow Ball, which can be used to trap landings far easier than in Melee.

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 a result of its significant flaws from Melee being worsened, Mewtwo has a weak tournament presence, such as being completely absent from EVO 2015. In the western scene, Mewtwo is regarded poorly, although Japanese players favor Mewtwo more highly, as several top players use it as a secondary.

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 its existing trophy.
  •   Mewtwo now has an on-screen appearance.
  •   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 using a sound effect when using battering items.

Attributes

  •   Mewtwo dashes faster (1.4 → 1.696).
  •   Mewtwo's weight was significantly decreased (85 → 72), now being the second lightest character in the game. This also makes it easier to combo despite being floaty. This worsens one of its biggest flaws in Melee.
  •   Mewtwo's air speed is slower (1.2 → 1.15).
  •   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 impairs Mewtwo's combo game.
  •   Mewtwo can wall jump.
  •   The loss of wavedashing significantly harmed Mewtwo's approach.
  •   Mewtwo is significantly harmed by the weakening of dash dancing and removal of moonwalking.
  •   Mewtwo's techs are more traditional in animation, making it harder to tech-chase.
  •   Several of Mewtwo's attack hitboxes does not match its attack trails.
  •   Mewtwo's item swings are all different in animation, and its dash swings no longer have unique multi-hit behaviour.

Ground attacks

  •   Neutral infinite has a slightly altered animation, where Mewtwo moves its body slightly. Its arm is now bent slightly as well.
  •   Neutral infinite has a finisher.
  •   Neutral attack's first and looping hits deal less damage (6% → 4% (first hit), 2% → 1% (loop)).
  •   Neutral attack comes out 2 frames sooner (frame 8 → 6).
  •   Dash attack's animation has slightly changed.
  •   Dash attack's late hit lingering time is 9 frames shorter.
  •   Forward tilt comes out 2 frames later (frame 8 → 10). Angled forward tilt lasts 1 frame shorter.
  •   Down tilt deals less damage (9% → 5% (near), 5% → 4% (far)).
  •   Down tilt comes out 1 frame later (frame 5 → 6). It also lasts 1 frame shorter.
  •   Up tilt comes out 2 frames later (frame 6 → 8).
  •   Forward smash deals more knockback on both the sourspot and the sweetspot. The latter is also slightly easier to land, while its sourspot deals more damage. It also lasts 1 frame longer.
  •   Forward smash deals 1% less damage (20% → 19%).
  •   Forward smash has slightly less range. It also comes out 1 frame later (frame 18 → 19).
  •   Forward smash's start-up animation changed; Mewtwo 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 are also harder to escape from.
  •   Up smash's initial hitbox is significantly smaller, making it harder to land, especially on grounded opponents.
  •   Down smash has more knockback growth (112 → 118).
  •   Down smash comes out 1 frame later (frame 20 → 21).

Aerial attacks

  •   All aerials have less landing lag.
  •   Neutral aerial has greater knockback and the first 7 hits connect better. It also has less landing lag.
  •   Neutral aerial comes out 2 frames later (frame 5 → 7).
  •   Netural aerial no longer contains a hitbox when landing in the middle of the animation, which results in it dealing 4% less damage (24% → 20%).
  •   Neutral aerial's electricity coloration emits green, yellow, blue, fuchsia and purple in cycles, instead of emitting light purple and light blue consistently.
  •   Up aerial's sweetspot is now placed near Mewtwo as opposed to the tip of its tail.
  •   Near up aerial deals 1% more damage (10% → 11%).
  •   Mid and far up aerial deals less damage (11% → 9% (mid), 14% → 7% (far)).
  •   Up aerial lasts 1 frame longer. It is also a better combo move.
  •   Up aerial comes out 1 frame later (frame 9 → 10).
  •   Forward aerial deals 1% less damage (14% → 13%).
  •   Forward aerial comes out 1 frame later (frame 6 → 7) and lasts 1 frame shorter. It also now sends opponents at a more diagonal angle, hindering its vertical KO powers.
  •   Forward aerial also has a slightly tweaked animation, where Mewtwo does not turn its body as inward towards its swiping direction anymore. Instead, it swipes in a scooping motion.
  •   Forward aerial has more horizontal range and has better follow-up knockback.
  •   Back aerial comes out 1 frame later (frame 12 → 13).
  •   Down aerial comes out 3 frames faster and has better vertical reach. It has also received arguably the biggest power buff on a down aerial, now being able to KO grounded opponents at 140% if sweetspotted, making it one of the game's best aerial attacks.
  •   Down aerial has a new animation where Mewtwo thrusts down its leading foot more in a more pronounced stomping motion and exudes more darkness visuals.
  •   Down aerial now has a sourspot that sends opponents upwards and deals 1% less damage, much like other characters with the same changes. However, down aerial's vertical reach enables it to KO very easily around 70% when near the top of the stage.

Throws/other attacks

  •   Grab range has been reduced.
  •   Pummel and back throw deal 1% less damage (3% → 2% (pummel), 11% → 10% (back throw)).
  •   Pummel is faster.
  •   Dash grab comes out 1 frame later (frame 8 → 9).
  •   Forward throw's Shadow Balls are larger and pass through the thrown opponent, generally making them more reliable. It also deals 4% more damage (9% → 13%).
  •   Forward throw's animation has changed, where Mewtwo flicks them up and fires the Shadow Balls while levitating and having a single leg planted down.
  •   Back throw has a new animation, which involves throwing an opponent backwards in a backhand motion.
  •   Mewtwo can no longer chain grab with its up or down throws.
  •   Up throw is slightly weaker although more effective at KOing lightweight fast fallers due to the throw's knockback only being affected by opponent weight
  •   Down throw is slightly faster.
  •   Down throw deals 2% less damage (11% → 9%).
  •   Down throw has slightly more endlag, limiting its combo potential, set-ups, and now requires hard reads. Commonly considered one of the worst down throws in the game.
  •   Down throw has a slightly changed animation, which involves Mewtwo doing a front flip instead of a full body spin.

Special moves

  •   Fully charged Shadow Ball is much stronger and has increased range.
  •   Shadow Ball no longer has a hitbox while charging and it takes longer to fully charge.
  •   Shadow Ball's trajectory is more predictable overall, making it more accurate, but easier to predict and avoid.
  •   Shadow Ball pushes Mewtwo back even further when fully charged and while in midair. While it improves Mewtwo's defensive options and recovery if used correctly, it can increase the risk of it accidentally self-destructing while off-stage.
  •   When Shadow Ball is fully charged, darkness emanates from both of Mewtwo's hands instead of just one.
  •   Confusion is now a traditional reflector, changing projectiles to Mewtwo's ownership, and increases their damage to 1.4x. Also, it now moves Mewtwo farther in the air, improving it as a recovery option.
  •   A thrown Confusion deals less damage.
  •   Confusion deals eight small hits instead of one large hit.
  •   Confusion is now depicted as a purple wave rather than a flash, resembling the attack in the core games.
  •   Teleport provides Mewtwo with a small amount of momentum. However, it should be noted that it only confers forward/backward momentum, not upward momentum.
  •   Teleport plays out its momentum-granting endlag even if Mewtwo re-appears on the ground, leaving it open for half of a second. It also has a different animation than its air dodge, which removes its mindgame potential.
  •   Teleport takes slightly longer to start up. Due to the increased start up, it makes it easier to control the direction Mewtwo teleports.
  •   Disable now gives more stun and has less lag, making it an excellent move to follow-up into another, and even a great tool to provide KOs through combos.
  •   Performing Disable on a stunned or airborne opponent no longer launches them or makes them tumble, instead only dealing additional minor damage and minor knockback in the air.
  •   Disable has a different animation and Mewtwo's pupils turn green when using it.
  •   Mewtwo no longer uses a sound effect when using Confusion or Disable.
  •   Mewtwo now has a Final Smash, Psystrike. Upon activating it, Mewtwo undergoes Mega Evolution to become Mega Mewtwo Y and then immediately performs 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. Psystrike is Mewtwo's signature move in the Pokémon games.

Update history

Mewtwo has been slightly buffed in game updates so far. These buffs, however, do not aid Mewtwo at all due to it glaring weaknesses remaining intact. On the other hand, Mewtwo 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 Charge Shot or a fully charged Shadow Ball) to heavily damage a shield.

  1.0.8

  •   Neutral aerial's landing lag decreased: 19 frames → 16.
  •   Up smash's initial hitbox size decreased.

  1.1.0

  •   Forward throw's Shadow Balls each deal 0.5% more damage: 1.5% → 2%.
  •   Forward throw deals 2.5% more damage: 10.5% → 13%.
  •   Down smash's knockback growth increased: 112 → 118.
  •   Down smash KOs 9% sooner.
  •   Upward angled forward tilt's duration decreased: 3 frames → 2.
  •   Air dodging while Mewtwo is holding an item will result in the item disappearing as well.

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 in a semi-circle. Mewtwo's fastest tilt, though severely lacking in knockback. Good as an out of shield option.
Dash attack   10% (clean sweetspot), 9% (clean sourspot), 6% (late sweetspot), 4% (late sourspot) Mewtwo lunges forward and performs a dark energy-infused palm thrust. Has above average knockback.
Forward smash   19% (blast), 15% (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 114% while the sourspot KOs at 131%.
Up smash   1% (hits 1-6), 10% (last hit) Mewtwo thrusts its arm upwards and conjures a galaxy-shaped swirl of dark energy. Can fail to hit small foes, but the final hit deals the highest knockback any of Mewtwo's smash attacks. Good for trapping aerial foes, particularly those near the edge. KOs at 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 powerful and has the same start-up as well, but also has the benefit of having slightly less endlag. One of the few down smashes that does not hit on both sides. KOs at 111%.
Neutral aerial   1% (hits 1-8), 4% (last hit) Mewtwo discharges blue-green electricity around itself before knocking the opponent back on the final hit. 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 fastest aerials in the game, as it has one frame of start-up as well as high knockback, making it one of Mewtwo's viable KOing options. Although its low range makes it difficult to connect, it can be used as a follow-up from a down throw. KOs at 143%.
Back aerial   13% (near), 11% (mid), 9% (far) Mewtwo whips its tail behind it. It has high disjointed range, but does more damage when the opponent is closer to Mewtwo's body.
Up aerial   11% (near), 9% (mid), 7% (far) Mewtwo performs a backflip 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 and aerial sourspot), 15% (aerial sweetspot) Mewtwo performs a downward arcing, dark energy-infused stomp. Fast start-up, low landing lag and high knockback scaling enables it to easily meteor smash aerial opponents extremely hard even at low percents, making it one of the best meteor smashes in the game, and by extension one of the strongest aerials in the game. Grounded opponents are sent diagonally upwards with high knockback, which also makes it a viable KOing options. KOs at 134%.
Grab   Mewtwo grabs a nearby opponent with psychokinesis.
Pummel   2% Hits the foe with a small jolt of electricity. It has decent speed.
Forward throw   3% (throw), 2% (Shadow Balls) Mewtwo 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. One of the strongest back throws in the game.
Up throw   12% Mewtwo uses Psychic to swirl the opponent around its body before launching them upwards. It was the strongest up throw in the game until update 1.0.8, when Charizard's up throw surpassed it when it was buffed in that same update. Despite this, it is still one of Mewtwo's most viable KOing options, especially while under the effects of the rage mechanic. KOs at 142% against most opponents, although lighter opponents are KO'd even earlier.
Down throw   4% (hit 1), 5% (throw) Mewtwo slams the opponent to the ground and spins to whip them with its tail. Lowest knockback out of Mewtwo's throws, making it used mainly to set up combos into a forward smash, forward tilt or forward aerial.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Mewtwo levitates and spins around, striking opponents with its tail.
Floor attack (back)
Floor getups (back)
  7% Mewtwo levitates and spins around, striking opponents with its tail.
Floor attack (trip)
Floor getups (trip)
  5% Mewtwo gets up and swipes on both sides.
Edge attack
Edge getups
  7% Mewtwo gets up and swipes its tail in front of itself.
Neutral special Default Shadow Ball 2.5% (minimum charge), 25% (full charge) Mewtwo fires a large, dark purple sphere of dark energy. It can be fired immediately or be charged up. While its charge time is quite long, a fully charged Shadow Ball is one of Mewtwo's viable KOing options, as it KOs at 112%. If used in the air, the recoil will propel 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 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. 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, making them stunned. Only works if the opponent is facing Mewtwo and is making eye contact with it. If the opponent is in the air, they are knocked back with set knockback. Useful at high 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.

Taunts

  • Up Taunt: Mewtwo spins around whilst laughing. This taunt returns from Melee.
  • Side Taunt: Mewtwo surrounds itself in an aura of dark energy, similar to Lucario's up taunt.
  • Down Taunt: Mewtwo faces the camera while its eyes glow, stretches its arm out, and summons a small spark of dark energy while posing similarly to its official art in Super Smash Bros. 4.

On-Screen Appearance

Mewtwo, removing itself from a large mass of dark energy, falls gently to the ground. It is similar to Lucario's on-screen appearance with the aforementioned dark energy instead of aura-based energy.

Idle Poses

  • Mewtwo motions towards itself with its arm further from the camera.
  • Mewtwo draws its arms toward itself and strikes a pose.

Victory Fanfare

A small excerpt of the Pokémon Red and Blue title theme. Shared with Pikachu, Jigglypuff, Lucario, Charizard, and Greninja.

Victory Poses

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?"

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!
 : Pokémon Red and Pokémon Blue (09/1998)
 : Pokémon X and Pokémon Y (10/2013)
Mewtwo (Alt.)
  Mewtwo's Confusion side special not only repels projectiles—it also reflects the damage back on your opponent. Its down special, Disable, stuns an enemy for longer the higher its damage is. Disable only works on foes that are facing Mewtwo.
  Mewtwo's Confusion side special not only lets you repel projectiles—it also reflects the damage back on your opponent. Its down special, Disable, stuns an enemy for longer the higher its damage is. As it works by having Mewtwo glare at its foe, this only works if they make eye contact.
 : Pokémon Red and Pokémon Blue (09/1998)
 : Pokémon X and Pokémon Y (10/2013)
Psystrike
Mewtwo's Final Smash starts as Mewtwo Mega Evolves into Mega Mewtwo Y. It then fires a huge psychic projectile that penetrates enemies and obstacles. This projectile doesn't do any damage, but it freezes every foe it hits in place. They can even be frozen midjump! Afterward, every foe hit with this projectile will take a powerful psychic hit to the head.
Mewtwo (non-fighter)
Created from modified Mew DNA, Mewtwo was designed to be the ultimate Pokémon. It didn't take on any of Mew's kinder traits and only uses its intelligence to destroy its enemies. Or...so it seems. Perhaps it just feels frightened or even tormented, and that's why it lashes out. Whatever the reason, Mewtwo is not to be messed with.
 : Pokémon Red and Pokémon Blue (09/1998)
 : Pokémon FireRed and Pokémon LeafGreen (09/2004)

Videos

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Gallery

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 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 the Mew Duo, and thus further referenced in one of the pictures seen in Mewtwo's profile on the official website. Its introduction tagline, Mewtwo Strikes Back, is the title of said movie.
    • Another segment makes reference to the sixteenth Pokémon movie, where a different Mewtwo can been seen encountering Genesect, the latter of served as the movie's antagonist. In addition, its Boxing Ring tagline and unlock description, "A Legend Reawakened" is a reference to the movie's title, Genesect and the Legend Awakened.
  • As with Roy, Mewtwo's official artwork is posed 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.
  • A majority of Mewtwo's animations has it folding its arms: this includes its up taunt, Hammer animation, up tilt, helpless, sleep and teeter, result screen animations, and, humorously enough, its Screen KO animation, which shows it splatting onto the screen with its arms folded.
  • Mewtwo has only one voice clip when 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 than Jigglypuff despite the latter weighing 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).

References

  1. ^ [1]