Mewtwo (SSBM)

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This article is about Mewtwo's appearance in Super Smash Bros. Melee. For other uses, see Mewtwo.
Mewtwo
Mewtwo
PokemonSymbol.svg
Universe Pokémon
Appears in SSBM
Availability Unlockable
Tier Bottom (24)


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Mewtwo (Japanese:ミュウツー, Myūtsū) is a character in Super Smash Bros. Melee. It is one of eleven playable characters that can be unlocked in the game.

Origins

Mewtwo made its debut in 1998 in the Game Boy title, Pokémon Red & Blue. It was the 150th Pokémon in the Pokédex and could be caught only after beating the game. It resided in the Unknown Dungeon next to Cerulean City. Mewtwo has also starred in its own movie, providing its backstory as the genetic clone of Mew.

Unlocking

  • Play 20 combined hours of VS. matches. This is divided among the players.
  • Play 700 vs. mode matches.

Special Moves

Template:Mewtwo Special Moves

Moves list

A attacks...

  • A: Shadow Spark: 3% damage.
  • A,A: Shadow Spark Spray: 3%, 2%, 1%...
  • Dashing A: Shadow Shove: 9% damage.
  • F-tilt: Tail Slap: 10% damage. (When Sweet Spotted.)
  • U-tilt: Tail Flip: 10% damage. (When Sweet Spotted.)
  • D-tilt: Tail Sweep: 9% damage. (When Sweet Spotted.)
  • F-Smash: Shadow Blast: Up to 27% damage. (When Sweet Spotted.)
  • U-Smash: Galaxy Blast: Up to 20% damage. (If all strikes connect.)
  • D-Smash: Shadow Bomb: Up to 20% damage.

Air Attacks...

  • A: Body Spark: 3-20% damage. (Depends on the number of hits.)
  • F-A: Shadow Claw: 14% damage.
  • U-A: High Tail Flip: 14% damage. (When Sweet Spotted.)
  • B-A: Tail Flail: 13% damage. (When Sweet Spotted.)
  • D-A: Flip Stomp: 16% damage. (When Sweet Spotted.)

Throws...

  • A: Hand Zap: 3% damage. (While holding opponent.)
  • F-Throw: Multi Shadow Shot: 9% damage. (Do near a wall or overhang for double damage.)
  • B-Throw: Reverse Throw: 11% damage.
  • D-Throw: Tail Smash: 11% damage. (Can hit a nearby foe as well.)
  • U-Throw: Psycic Whirlwind: 12% damage, strongest up throw in the game.

Special Moves...

  • B: Shadow Ball: Up to 25% damage.
  • F-B: Confusion: 10% damage.
  • D-B: Disable: 1% damage. (Use again to throw foe backwards. Stun effect lasts longer the higher the foe's damage.)
  • U-B: Teleport: No damage.

Pros & Cons

Pros

  • Long and safe recovery
  • Throws that can combo and kill
  • Powerful projectile
  • Long wavedash
  • Fast tilts with combo capacity
  • Powerful F-air with combo and killing potential.
  • Can edge guard faraway opponents by jumping off the ledge because its long recovery ensures a safe return
  • Air dodging turns Mewtwo invisible, making it impossible to tell which direction it is going in
  • Up-B special (Teleport) is an excellent recovery attack, due to its decent range and ability to pass through any attack
  • Can moonwalk
  • Has a meteor smash
  • Can reflect incoming projectiles (Confusion.)

Cons

  • Very big target
  • Easily KO'ed due to its light weight and floatiness
  • Exceedingly poor approach, due to lack of fast defensive options
  • Poor spot dodge
  • Forward throw does little damage and has minimal knockback
  • Has a very slow dash
  • Despite its power, F-air has very poor reach.
  • Down smash is the only down smash in the game to only hit on one side
  • Projectiles reflected with Confusion will NOT harm the opponent that sent the attack.
  • Highest crouch in the game. Therefore, Mewtwo cannot duck under many attacks.

Mewtwo Professionals

  • Taj
  • UmbreonMow
  • MookieRah
  • Pdiz
  • Germ
  • Wojjan

Analysis and Tier Ranking

Until October 2008, Mewtwo was considered, played at the highest metagame, the worst character, and was last place on the tier list. This was changed when, on the final update, Mewtwo was ranked 24th. Ironically, Mewtwo is considered one of the best ever in its own universe.

Mewtwo is usually ignored by the competitive community because of its major flaws: overly floaty and aerial-centric in a ground-centric game, poor traction, predictable killers (usually forward aerial, downward smash, upwards throw, and Shadow Ball), an abysmal approaching game, single-sided downwards smash, situational specials (Disable and Confusion), exceedingly high crouch, and poor weight for its massive frame (slightly less than Roy). These flaws are not readily ignored, mainly because the bulk of the cast can punish these deficiencies.

It does, though, have several gems that make it worth using. The low traction gives it a fairly large wavedash and moonwalk. Mewtwo has possibly the best recovery in the game and the best airdodge in the game: Teleport. Its amazing aerial mobility (second-best in the game), and the height of its second jump nearly guarantee recovery; and its air dodge is "invisible". Shadow Ball's erratic path can be problematic at times, but it can be essetial in some cases. Its tilts are fast with good range and speed a decent sweetspot. Its aerial game is decent, with a safe neutral aerial and decent comboing abilities. His throws are also powerful killers, including up throw, the strongest throw in the game knockback-wise, and back throw. Mewtwo can chaingrab (though not especially well) with its down throw. Mewtwo actually is a fair choice against Fox for its ability to punish Fox's lacklustre recovery.

The bottom line is that Mewtwo has a myriad of flaws that only the most dedicated of players will compensate for, but it offers a change of pace from the usual metagame. The scarcity of Mewtwo on the competitive scene, though, means that players may not be well-equipped to deal with it, so usage of it can be beneficial at times. Poor match-ups against Sheik and Marth among others, though, do Mewtwo no favors.

Basic 1v1

Versus Fast Fallers

Fast fallers are the easiest characters to combo in the game. They include Fox, Falco, Captain Falcon, and in some cases Roy. A lot of combos carry over and work on most of the characters in this category. Here are some of the basic setups for these characters:

  • Downtilt
  • A downtilt can start up many combos at varying percentages against fast fallers. It combos into more downtilts and then into grabs. Usually you can get in two downtilts and follow up with a grab at low percents. At high percents it can set up for aerials.
  • Uptilt
  • An uptilt is an awkward but effective setup. It's generally used to interrupt an aerial attack, but it, like the downtilt, can combo into itself. It sets up nicely for aerial attacks.
  • Upthrow
  • Although mostly effective against Fox and Falco, this usually leads to juggles at low percents.
  • Downthrow
  • While never providing any "true" combos, this will set up for combos if your opponent DI's incorrectly. If they DI towards you then you can grab them again, or begin a downtilt assault into a grab. If they do DI properly you still have the option of tech chasing, something that Mewtwo is very capable of due to its excellent wavedash.
  • Forward Air
  • The Mewtwo standard juggle for fast fallers, and one of many Mewtwo players' favorite move. This sets up for multiple fairs at low percents and at least two fairs at moderate percents. It also sets up for upairs, or tilts if you perform it close to the ground or perform an instant DJC.
  • Up Air
  • Another great juggling aerial. Often underrated due to Mewtwo's forward air, but in a lot of situations it's better. Combo's into itself and other aerials with ease.

Techniques

Trophy Descriptions

In addition to the normal trophy about Mewtwo as a character, there are two trophies about it as a fighter, unlocked by completing the Adventure and All-Star modes respectively with Mewtwo on any difficulty:

Mewtwo (Smash Red):
As Mewtwo relies mostly on its powerful brain, there are times when it scarcely uses its arms and legs. Since Mewtwo spends much of its time floating, it flies far when struck. Shadow Ball traces a jagged path once released; the longer Mewtwo holds it, the more powerful it becomes. Mewtwo uses Confusion to spin its foes around. (B: Shadow Ball, Smash B: Confusion)
Mewtwo (Smash Blue):
Mewtwo is definitely not a speedy character, but its ESP-powered grab and throw moves are comparatively strong. Teleport has a short range, but doesn't leave it open to attack. It's best used as an escape move during disturbances. Mewtwo can daze a foe if it makes eye contact and uses Disable; the move is useless unless Mewtwo is facing its enemy. (Up & B: Teleport, Down & B: Disable)

Mewtwo Videos

Kaito

Azen

Germ

MookieRah

Taj

UmbreonMow

Pdiz


External links