Mewtwo (SSBM)
Mewtwo in Super Smash Bros. Melee | |
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Universe | Pokémon |
Availability | Unlockable |
Tier | F (20) |
“ | Mewtwo is definitely not a speedy character, but its ESP-powered grab and throw moves are comparatively strong. (Mewtwo's trophy description) |
” |
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.
Mewtwo is ranked 20th on the current tier list, in the F tier. While initially deemed the worst character in the game, the changing metagame of Melee caused Mewtwo to experience a rise of six places, the highest for a character on a Melee tier list. Mewtwo's good attributes include a long, safe, and difficult to counter recovery, a rather good chaingrabbing ability, an ability to perform mindgames, a decent combo ability, and among the best throws in the game. However, Mewtwo suffers from an unusual combination of being a large target and a lightweight; this, combined with its floatiness, cause it to be easy to KO. Additionally, Mewtwo has limited options in its KOing power so the character is somewhat weak.
Unlocking
- Play 20 combined hours of VS. matches. This is divided among the players; 1 player requires 20 total hours, 2 players require 10 total hours, 3 players require 6 hours and 40 minutes, and 4 players require 5 hours.
- Play 700 VS. mode matches.
Attributes
Mewtwo defies any typical character archetype; despite being a big target with some powerful moves and a very high air speed, Mewtwo has a rather slow dash, a low weight and a low falling speed. As a result of these traits, Mewtwo has among the longest wavedashes in the game, but a very poor SHFFL, despite its low lag, high speed aerials. Mewtwo also can effectively Moonwalk, potentially aiding its edgeguard game.
Among Mewtwo's primary strengths is its varied grab game. Despite an only average grab range, Mewtwo's throws can serve a variety of purposes; its forward throw is good for racking up damages or starting combos and its down throw can potentially start chainthrows or be used as potential combo starters when compounded with one of its tilts. Mewtwo's back and up throws are also the most powerful in the game, and both can KO reliably on some characters at 100%; the differences in their trajectories also gives Mewtwo varied options against both fast fallers and floaty characters (the up throw works better against the latter, while the back works better against the former).
Mewtwo also has very good approach and combo options. Despite a poor SHFFL (among the worst in the game), Mewtwo's high air speed, low falling speed, and fast, low lag, high hitstun aerials also gives it plenty of options in the air, easily and effectively comboing against a slew of characters. Mewtwo also has a very long wavedash (the third longest in the game), making tactics such as wavesmashing and wavegrabbing considerably more useful and deadly tactics for Mewtwo.
Mewtwo also has rather good range. Its forward smash can extend relatively far, and all of its tilts have long, disjointed hitboxes, allowing Mewtwo to effectively attack from a distance, especially when compounded with its long wavedash. Mewtwo is also owner of one of the strongest projectile in the game, its Shadow Ball. When fully charged, it can KO reliably at roughly 100%; its jagged path also can make it difficult to dodge, and its recoil can potentially extend Mewtwo's recovery.
Mewtwo also has possibly the best recovery in the game. While it cannot harm edgehoggers, Mewtwo has many traits that makes it good at recovery. A combination of a low falling speed, a high air speed, among the best jumping prowess in the game, and long distance with its Teleport give Mewtwo a very long and safe recovery. Additionally, its neutral air slightly slows down its movement in air, and a slightly charged Shadow Balls can give recoil sufficient enough to send Mewtwo backwards a good distance.
Mewtwo's biggest flaw, however, is that its varied attributes hinder it in terms of survivability. A combination of a large frame and floatiness makes Mewtwo easy to juggle and KO; while other large characters such as Donkey Kong have added weight to make them resilient to some KOs, Mewtwo has no such advantage. Mewtwo's defense game is also mixed; its air dodge, makes him invisible and opponents cannot guess where it will appear and its rolling dodges are fast and cover much distance, but Mewtwo's large frame makes it prone to shield stabbing, with its sidestep dodge also being rather poor.
Mewtwo also suffers from bad KO options; all of its strongest moves have either poor range or low speed. Its back and up throws are powerful, but they require Mewtwo to grab the opponent first, and the latter throw's KOing capabilities are extremely dependent on the opponent's falling speed. While having a wide variety of other KO potential attacks, most suffer from the range and/or speed problems, such as its forward air, down smash, down air, and Shadow Ball can KO as well. Mewtwo also has highly situational specials. While Confusion can temporarily distract opponents, it has high ending lag and relatively little use; additionally, while it can reflect projectiles, they still remain property of the original character's. Disable only works in close ranges, and cannot combo effectively into other attacks.
Moveset
Ground attacks
Normal
- Neutral attack: 6%, then 2% or 1% randomly. Mewtwo reaches its arm out, blasting out a bit of shadow energy. Mewtwo will then blast out a stream of shadow energy. The blasts are somewhat awkward to combo with.
- Dash attack: Mewtwo holds its arms out while sliding, inflicting damage with shadow energy. Rather long ending lag. 9% when it comes out, 6% during the rest of the attack.
- Forward tilt: Tail Slap - 10%. Mewtwo flicks its tail forward. Quick, decent range, with a disjointed hitbox.
- Up tilt: Tail Flip - 5%-10%, depending on where it hits. Mewtwo flips upward, hitting with its tail.
- Down tilt: Tail Sweep - 9%. Mewtwo spins around, sweeping its tail low. Has a disjointed hitbox.
Smash
- Forward smash: Shadow Blast - Mewtwo shoves forward, releasing a pulse of shadow. Similar to Mario's Forward Smash in that it is most powerful the farther away the enemy is. Fairly good range and damage, but rather low knockback. The close-up non-sweet spotted hit does 12% uncharged, 16% full. Sweet spot does a stronger 20% uncharged, 27% fully.
- Up smash: Galaxy Blast - Mewtwo holds its palm up, releasing a storm of shadow energy that hits multiple times. Can easily be SDI'd out of, and deals rather low knockback. 15% uncharged, 20% full. (If all strikes connect.)
- Down smash: Shadow Bomb - Mewtwo hits downward with shadow energy. Good knockback and speed, with moderate range; however, it has the unusual property of being unable to hit both sides of it. 15% uncharged, 20% full.
Other
- Ledge attack - Mewtwo flips onto the stage, using its tail to attack. 8%.
- 100% ledge attack - Mewtwo telekinetically walks on the side of the stage, then suddenly jumps on the stage and swipes with a claw. 10%.
- Floor attack - Mewtwo telekinetically gets himself up and spins around with its tail extended. 5%-7%, depending on how close the enemy is.
Aerial attacks
- Neutral aerial: Body Spark: 3-20% damage. (Depends on the number of hits.) Mewtwo releases a long lasting shock out of its body. Good damage if the entire attack hits, as well as good combo continuer. Also slows down Mewtwo's falling speed slightly, making it useful for recovery.
- Forward aerial: Shadow Claw: 14% damage. Mewtwo slashes forward with shadow energy. High vertical knockback, useful for combos, juggling, and KOs, but mediocre range.
- Up aerial: High Tail Flip: 14% damage. (When Sweet Spotted.) Mewtwo flips upward, hitting with its tail. Good juggling move.
- Back aerial: Tail Flail: 13% damage. (When Sweet Spotted.) Mewtwo hits behind itself with its tail.
- Down aerial: Flip Stomp: 16% damage. (When Sweet Spotted.) Mewtwo flips backward and hits with its foot downward. Acts as a meteor, albeit a very weak one; however, due to its low ending lag and Mewtwo's stellar recovery, it is of low-risk to use.
Throws
- Pummel: Hand Zap: 3% damage. Mewtwo electrocutes the opponent in its grasp.
- Forward throw: Multi Shadow Shot: 9% damage. (Do near a wall or overhang for double damage.) Mewtwo throws its foe diagonally forward and shoots with multiple small Shadow Balls. Shadow Balls can be SDI'd.
- Back throw: Reverse Throw: 11% damage. Mewtwo uses Psychic to throw its enemy backward powerfully. One of the strongest back throws in the game, among his best KO moves.
- Down throw: Tail Smash: 11% damage. (Can hit a nearby foe as well.) Mewtwo throws its enemy down and hits with its tail. Can be used to chaingrab.
- Up throw: Psychic Whirlwind: 12% damage. Mewtwo uses Psychic to throw its foe upward, spinning. Strongest up throw in the game, one of Mewtwo's best kill moves, KOing at 105%. At low percentages, it can chaingrab fast fallers.
Special moves
Matchups
Avg. | |||||||||||||||||||||||||||
In Single Player modes
In Classic Mode
Mewtwo can appear in Classic Mode as an ordinary opponent, as an ally or in a team with Ness in team battles or as a metal character in the penultimate stage. In Mewtwo's appearances, he either appears on Pokémon Stadium or Final Destination; when fighting alongside Ness, however, he appears in Fourside.
In Adventure Mode
Adventure Mode makes no concessions to Mewtwo when it is unlocked.
In All-Star Mode
In All Star Mode, Mewtwo and its allies are fought on Battlefield, as all other Pokémon stages are already used by Pikachu and Jigglypuff. On the stage, the song from Poké Floats plays.
In Event Matches
Mewtwo appears in the following Event Matches:
- Event 40: All-Star Match 4: Mewtwo is the first opponent fought in this series of staged battles. The selected character battles it on the Final Destination stage with a stock of 2 while Mewtwo has 1. With a timer of four minutes, the player must defeat it and the other four characters one-by-one with the overall time and damage: Marth, Luigi, Jigglypuff, and Mr.Game & Watch.
- Event 44: Mewtwo Strikes!: In this event, the player is initially placed on Battlefield, against Zelda. After fifteen seconds, however, Mewtwo appears on stage and will fight the player. The player's goal is to KO Mewtwo; while Zelda can be attacked, KOing her will result in failure.
- Event 51: The Showdown: In the game's final event match, the player must fight against a team consisting of Mewtwo, Ganondorf and Giga Bowser. All characters have three lives, with no time limit.
Ending images
Trophies
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 (Classic Mode, Trophy #52))
A genetically created Pokémon, Mewtwo is the result of many long years of research by a solitary scientist. Although Mewtwo was cloned from the genes of the legendary Pokémon Mew, its size and character are far different than its ancestor. Its battle abilities have been radically heightened, making it ruthless.
- Game: Pokémon Red & Blue
Mewtwo Smash (Adventure Mode, Trophy #53)
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 (All-Star Mode, Trophy #54)
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.
Costumes
Trivia
- When hit, shooting a charged Super Scope blast, or using Disable, Mewtwo's irises turn yellow, similar to how Mr. Game & Watch's body turns yellow when shooting charged Super Scope shots.
- If the Language is switched to Japanese, Mewtwo will speak in full sentences for some of its victory poses. In English, Mewtwo only laughs, during its victory poses and its taunt.
- Mewtwo levitates items in front of it when it grabs them, which reflects its use of its psychic powers, instead of simply holding the item. In fact, its dash animation shows that it can levitate and move itself with its powers.
- According to the Pokédex, Mewtwo is supposed to weigh 269 pounds. Despite this, it is lighter than Peach, Zelda, the Ice Climbers, and even Young Link. In Brawl, Ivysaur, who is supposed to weigh a mere 28.7 pounds, weighs more than Mario, who was much heavier than Mewtwo in Melee. Lucario and Charizard are also heavier in Brawl than Mewtwo was in Melee, despite both weighing less than 200 pounds. Also, in the Pokémon RPGs, Mewtwo is tied for being the fourth fastest Pokémon, being much faster than Pikachu. Despite this, Mewtwo has a slow walking and dashing speed in Melee.
- Mewtwo's taunt is the third longest in the game, the second being Mario, and the longest being Young Link's.
Mewtwo Videos
Azen
- Azen vs. Chu Dat(Samus): This video, made in 2003, is outdated; however, it's still a showcase of good Mewtwo play.
Germ
MookieRah
Taj
UmbreonMow
External links
Fighters in Super Smash Bros. Melee | |
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Veterans | Captain Falcon · Donkey Kong · Fox · Jigglypuff · Kirby · Link · Luigi · Mario · Ness · Pikachu · Samus · Yoshi |
Newcomers | Bowser · Dr. Mario · Falco · Ganondorf · Ice Climbers · Marth · Mewtwo · Mr. Game & Watch · Peach · Pichu · Roy · Young Link · Zelda (Sheik) |