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Super Smash Bros. 4

Mewtwo (SSB4)

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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), which are removed for international versions. Its phrases, and most of its grunts and other voice clips are inspired from those from Melee.

Changes from Melee

Mewtwo was nerfed overall in the transition from Melee to SSB4, despite being largely considered one of the worst characters in Melee. The buffs Mewtwo received are regarded as not enough to compensate for its major nerfs to its abilities. The nerfs it received tones down its effective combo game, approaching ability, and its survivability.

One of Mewtwo's biggest nerfs in the transition is its decrease to its already low weight (now being a mere three units heavier than Jigglypuff, with some attacks even doing more knockback to Mewtwo); while Mewtwo was already very easy to combo and KO in Melee due to its large hurtbox, its floatiness, and its aformentioned weight, the issue is now more potent as landing even one hit will lead Mewtwo to KO percents. 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 ability in Melee. Its grab and throw game has been significantly toned down from one of the best to one the worst in the game; for example, down throw has slightly more end lag, making it even more difficult for Mewtwo to set up combos (being one of the only characters who have down throws that cannot combo properly). Although the new mechanics have helped to create new combos, they do not compensate for loss of Mewtwo's other more reliable setups.

Mewtwo, however, did receive buffs in other areas; such as better aerials and no longer having the worst tech in the game. More specifically, two specials that were previously viewed as useless, Confusion and Disable, 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 his offense, defensive play against projectiles, and assisting in mindgames. However, they are situational and require Mewtwo to successfully read the opponent. Mewtwo's smash attacks were also buffed, with significant increases in knockback being applied to both its forward smash and up smash. Mewtwo additionally can dash faster than in Melee which helps its ground game.

On top of Mewtwo's high-risk, low-reward nature, Mewtwo has no customs, like the other DLC fighters. However, they do not have as much of an issue with this as Mewtwo does: Lucas and Roy have powerful specials which have more utility, speed, reach, power, or comboing ability than Mewtwo's, while Ryu has input commands which boost the utility of his. Meanwhile, Mewtwo has some of the worst specials in all of Smash 4 with no alternatives or ways to improve them whatsoever, leaving much to be desired. Despite the fact that Mewtwo has received marginal buffs since patch 1.0.8 onwards, its' status in the current metagame remains virtually unchanged.

As a result of its still significant flaws, Mewtwo has a weak tournament presence (such as being completely absent from EVO 2015), with little to no dedicated mains, most of which play him as a secondary or counterpick.

Aesthetics

  • Change Mewtwo has undergone various changes in its model much like the other playable Pokémon in SSB4. Its proportions more closely resemble its most recent appearance in the core Pokémon games, with a smaller head, lighter skin and more bulbous fingers, which are completely different than that of its existing trophy.
  • Change Mewtwo now has an on-screen appearance.
  • Change Like many characters, Mewtwo's frontside faces the screen regardless of which direction it is looking.

Attributes

  • Buff Mewtwo dashes faster (1.4 → 1.696).
  • Nerf Mewtwo is significantly lighter (85 → 72), now being the second lightest character in the game, exacerbating what was already one of its biggest flaws.
  • Nerf Mewtwo's air speed is slightly slower (1.2 → 1.15).
  • Change Mewtwo is slightly larger. This slightly improves its reach (however minor this is) in exchange for being even easier to hit, exacerbating one of its biggest flaws from Melee.
  • Buff Mewtwo's crouch is lower, aiding some defensive options.
  • Buff The removal of double jump cancelling improves Mewtwo's recovery, as it can now use aerials or air dodges while keeping its momentum.
  • Nerf The removal of double jump cancelling impairs Mewtwo's combo ability. As Mewtwo already had one of the best recoveries in Melee, and had its recovery toned down overall in other areas, the removal of DJC does Mewtwo more harm than good.
  • Buff Mewtwo can now wall jump.
  • Nerf Of all the Melee veterans absent from Brawl, the loss of wavedashing has hindered Mewtwo's approach and mobility far more than them, especially when considering its poor traction.
  • Nerf On top of the removal of wavedashing, Mewtwo is also significantly harmed by the removal of dash dancing and moonwalking.
  • Buff Mewtwo's techs are more traditional in animation, making it harder to tech-chase.
  • Nerf Several of Mewtwo's attack hitboxes does not match its attack trails.
  • Change Mewtwo's item swings are all different in animation, and its dash swings no longer have unique multi-hit behaviour.

Ground attacks

  • Nerf Neutral attack (hit 1), forward smash (sweetspot), and down tilt deal less damage.
  • Buff Neutral attack comes out 2 frames faster (8 → 6).
  • Buff Neutral infinite now has a finisher where Mewtwo swats its leading hand forward.
  • Change Dash attack animation changed to where Mewtwo slaps inward with its following hand.
  • Nerf Late hit of dash attack lingers 9 frames shorter.
  • Nerf Forward tilt comes out 2 frames later (8 → 10). Angled forward tilt lasts 1 frame shorter.
  • Nerf Down tilt comes out 1 frame later (5 → 6). It also lasts one frame shorter.
  • Nerf Up tilt comes out 2 frame later (6 → 8).
  • Buff Forward smash deals more knockback on both the sourspot and the sweetspot. It lasts 1 frame longer. The latter is also slightly easier to land. Its sourspot deals more damage.
  • Nerf Forward smash has slightly less range. It also comes out 1 frame later (18 → 19).
  • Change Forward smash's startup animation changed; Mewtwo rears back with its side as opposed to bringing both hands back.
  • Buff Up smash deals 1% more damage and is significantly stronger, now being able to KO under 75% when fully charged and all hits land. The first six hits are also harder to escape from.
  • Nerf Up smash's initial hitbox is significantly smaller, making it harder to land, especially on grounded opponents.
  • Buff Down smash has more knockback growth (112 → 118).
  • Nerf Down smash comes out 1 frame later (20 → 21).

Aerial attacks

  • Buff All aerials have less landing lag.
  • Buff Neutral aerial has greater knockback than it did in Melee, and the first 7 hits link together better. It also has less landing lag.
  • Nerf Neutral aerial comes out 2 frames later (5 → 7).
  • Nerf Neutral, up, and forward aerials deal less damage.
  • Nerf Forward aerial comes out 1 frame later (6 → 7) and lasts 1 frame shorter. It also now sends opponents at a more diagonal angle, hindering its vertical KO powers. Additionally, it does 1% less damage.
  • Change Forward aerial also has a slightly tweaked animation, where Mewtwo doesn't turn its body as inward towards its slashing direction anymore, and slashes more in a scooping motion.
  • Buff Forward aerial has more horizontal range and has better followup knockback.
  • Nerf Back aerial comes out 1 frame later (12 → 13).
  • Buff Up aerial lasts 1 frame longer. It is also a better combo move.
  • Nerf Up aerial comes out 1 frame later (9 → 10).
  • Buff 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.
  • Change 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.
  • Change 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

  • Nerf Grab range has been reduced.
  • Nerf Pummel, down throw, and back throw deal less damage.
  • Nerf Dash grab comes out 1 frame later (8 → 9).
  • Buff Forward throw's projectiles are larger and pass through the thrown opponent, generally making them more reliable (they make a good clearing weapon in Multi-Man Smash for example), but they don't travel as far. The attack as a whole deals more damage (13%, up from 9%).
  • Change Forward throw's animation has changed, where Mewtwo flicks them up and fires the Shadow Ball storm while levitating and having a single leg planted down.
  • Change Mewtwo has a new back throw, which involves throwing an opponent backwards in an underhand motion.
  • Nerf Back throw is weaker.
  • Nerf Mewtwo can no longer chain grab with its up or down throws.
  • Nerf Up throw is weaker, KOing 20-30% later, though it is still one of the strongest up throws in the game. It is also slightly laggier, making it easier to punish Mewtwo at low percentages.
  • Buff Down throw is slightly faster and more damaging.
  • Nerf Down throw has slightly more end lag (though it's still the fastest of its throws), limiting its combo potential set ups, and now requires hard reads. Commonly considered one of the worst down throws in the game, behind Kirby.
  • Change Down throw has a slightly changed animation, which involves Mewtwo doing a front flip instead of a full body spin.

Special moves

  • Buff Shadow Ball is much stronger when fully charged and covers more ground.
  • Nerf Shadow Ball no longer does damage while charging, and takes longer to fully charge.
  • Change Shadow Ball's trajectory is overall more predictable.
  • Change Shadow Ball pushes Mewtwo back even further when fully charged and airborne. While it improves Mewtwo's defensive options and recovery if used correctly, it can increase the risk of accidentally self-destructing off of the stage.
  • Change When Shadow Ball is fully charged, darkness emanates from both of Mewtwo's hands instead of just one.
  • Buff 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.
  • Nerf A thrown Confusion deals less damage.
  • Change Confusion deals 8 small hits instead of 1 large hit.
  • Change Confusion is now depicted as a purple wave rather than a flash, resembling the attack in the core games.
  • Buff Teleport provides Mewtwo with a small amount of momentum. However, it should be noted that it only confers forward/backward momentum, not vertical momentum.
  • Nerf Teleport takes slightly longer to start up. (Ostensibly, this is to make it easier to control under online conditions). It also plays out its momentum-granting endlag even if Mewtwo reappears on the ground, leaving it open for half of a second, and now has a different animation than its airdodge, removing its mindgame potential.
  • Buff 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.
  • Nerf 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.
  • Change Disable has a different animation and Mewtwo's eyes now turn green.
  • Change Mewtwo, like Dr. Mario and Roy, now has a Final Smash. Mewtwo's is Psystrike, its signature move that was introduced in Pokémon Black and White.

In Competitive Play

Notable players

Update History

Super Smash Bros. 4 1.0.8

  • Buff Neutral air landing lag: 19 frames → 16 frames
  • Nerf Up smash's initial hitbox is significantly smaller, making it harder to land, especially against grounded opponents.

Super Smash Bros. 4 1.1.0

  • Buff Forward throw now deals 2% per hit instead of 1.5%, with the total amount of damage going from: 10.5% → 13%.
  • Buff Down Smash has increased knockback growth: 112 → 118, KOing 9% sooner.
  • Nerf Angled up forward tilt duration has been slighty decreased: 3 frames → 2 frames.
  • Change Air dodging while Mewtwo is holding an item will have the item disappear as well.

Moveset

Mewtwo does not currently have any custom special moves, with the relevant menu in the Wii U version stating that "there are no custom specials".

  Name Damage Description
Neutral attack   4% Mewtwo extends its arm and summons repeated pulses of dark energy, finishing with a stronger blast. The first hit can be jab cancelled, which allows Mewtwo to combo it with another neutral or any other attack.
1% (loop), 2% (finisher)
Forward tilt   10% (near), 9% (mid), 8% (far) Mewtwo swipes its tail forward. Can be angled and has good range, but 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 semicircle. 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 extends its arm and summons blue energy while sliding. Above average knockback.
Forward smash   19% (blast), 15% (arms) Mewtwo reaches out, creating a blast of negative energy. Moderate startup and endlag, but powerful enough to KO quite reliably. KOs at 114%, sourspot KOs at 131%.
Up smash   1% (hits 1-6), 10% (last hit) Mewtwo extends its arm upwards, and conjures swirling dark energy. Can fail to hit small foes, but the final hit deals the highest knockback any of Mewtwo's smash attacks have, good for trapping airborne foes. KOs at 107% if all hits connect.
Down smash   15% Mewtwo extends its arm downwards and summons an explosion of shadow energy at its feet. Same startup as its forward smash, but slightly less endlag. Still powerful, however. One of the few down smashes that do not hit on both sides. KOs at 111%.
Neutral aerial   1% (hits 1-8), 4% (last hit) Mewtwo discharges electric sparks around itself before knocking the opponent back on the final hit. Hitbox stays at Mewtwo's body. Does not have a landing hitbox, meaning opponents could end up close to it if the move ends early, but a good move for disrupting opponents.
Forward aerial   13% Mewtwo swipes forward. Has 1 frame of startup and has high knockback to boot. Low range makes it difficult to connect, though. Can combo with Mewtwo's down throw. KOs at 143%.
Back aerial   13% (near), 11% (mid), 9% (far) Mewtwo whips its tail behind it. High disjointed range. Does more damage closer to Mewtwo's body.
Up aerial   11% (near), 9% (mid), 7% (far) Mewtwo does a flip, striking opponents with its tail, similar to its up tilt. Does more damage closer to Mewtwo's body, but has mainly a vertical hitbox, unable to hit opponents beside it.
Down aerial   14% (grounded opponents and aerial sourspot), 15% (aerial sweetspot) Mewtwo kicks in an arc downward, creating a trail of negative energy. Fast startup and low landing lag, and possesses high knockback scaling, easily meteor smashing aerial opponents extremely hard even at low percentages, making it one of the best meteor smashes in the game. Grounded opponents are sent diagonally upwards with high knockback, KOing at 134%.
Grab   Mewtwo grabs a nearby opponent with psychokinesis.
Pummel   2% Hits the foe with a small psychic pulse. Decently fast.
Forward throw   3% (throw), 2% (Shadow Balls) Mewtwo throws the opponent diagonally in the air before firing five small Shadow Balls at them. These Shadow Balls can be reflected if the opponent wears a Franklin Badge.
Back throw   10% Mewtwo telekinetically tosses the opponent behind it. Has a good KO potential at high percentage near close to the edge.
Up throw   12% Mewtwo uses Psychic to swirl the opponent around its body before launching them upwards. The strongest up throw in the game especially during the effects of rage. KOs at 142% and even earlier against lighter opponents.
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, used mainly to setup combos into its 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, purple blast that can be charged. Has quite a long charge time, but the projectile gains incredible KO potential at full charge, KOing at 112%. If used in the air, Mewtwo will recoil backwards a great amount, which can help or hinder its recovery.
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 followup with other attacks, or reflect projectiles. In the air, the first use gives Mewtwo a slight vertical boost.
Custom 1 N/A
Custom 2 N/A
Up special Default Teleport 0% Mewtwo disappears, reappearing soon after in a different place. It is completely invulnerable during the move. Has less endlag if teleporting directly back onto the ground.
Custom 1 N/A
Custom 2 N/A
Down special Default Disable 1% Mewtwo crouches and quickly stares at an 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 percentages to guarantee a KO, but difficult to land. It should be lastly 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 sends out a gigantic ball of powerful psychic energy. The blast plows through both foes and walls, and any opponent caught will be stunned before being launched by an intense, mind-shattering blow.

Taunts

  • Up: Mewtwo spins around whilst laughing. This taunt returns from Melee.
  • Side: Mewtwo surrounds itself in an aura of dark energy, similar to Lucario's up taunt.
  • Down: 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.

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.

  • Turns its back to the screen and looks back over its shoulder.
    • "私はなぜ ここにいるのか...?", which translates to "Why am I here?"
  • 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.
    • "私はまけるわけにはいかない!", which translates to "I cannot lose!"

Alternate costumes

Mewtwo Palette (SSB4).png
Mewtwo (SSB4) Mewtwo (SSB4) Mewtwo (SSB4) Mewtwo (SSB4) Mewtwo (SSB4) Mewtwo (SSB4) Mewtwo (SSB4) Mewtwo (SSB4)

Trophy

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
Ntsc 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!
Pal 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!
Game Boy: Pokémon Red and Pokémon Blue (09/1998)
3DS: Pokémon X and Pokémon Y (10/2013)
Mewtwo (Alt.)
Ntsc 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.
Pal 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.
Game Boy: Pokémon Red and Pokémon Blue (09/1998)
3DS: 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.
Game Boy: Pokémon Red and Pokémon Blue (09/1998)
GB Advance: 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. In turn, both its playable model and the trophy (particularly the former) are also modeled after the first Pokémon movie and differ slightly from Mewtwo's model in Pokémon X and Pokémon Y, which has larger and rounder eyes than either of the two (to match Mewtwo's official art by Ken Sugimori).
  • Mewtwo is one of the few characters to not clap for the victor on the result screen, instead folding its arms, showing frustration with its head turned to the side.
  • Mewtwo's character in SSB4 (like in Melee) and segments of its trailer makes a reference to the respective 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 Mewtwo can been seen encountering Genesect (who 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 identically to its official Melee artwork, only slightly altered.
  • As Mewtwo is a DLC character, it lacks custom moves. However, prior to version 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 crashed the game, although both variations of Confusion, as well as its third up special (a non-functional version of Disable that sends Mewtwo into its helpless state) and down special (which zooms the camera in on Mewtwo and temporarily slows down time) did not and actually had limited functionality. It is unclear whether the glitch involved accessing "custom moves that are incomplete" or "data that's not supposed to be used for custom moves". While the glitch was removed in version 1.0.7, it was still possible to view replays containing these special moves in-game until version 1.0.8.
    • As with other characters, alternate versions of Mewtwo can appear in the Classic and Smash Tour modes of the Wii U version. They use the normal special moves, and so the only difference is its Palette.
  • Mewtwo's Alt. Trophy in the Wii U version bears a resemblance to Lucario's Alt. Trophy in the Wii U version; both show the character in a dark alternate costume, charging their neutral special.
  • A majority of Mewtwo's animations has it folding its arms: this includes its up taunt, Hammer animation, up tilt, helpless, sleep and teeter animation, 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 he is KO'd. This is shared with Roy. This is likely a call back to Melee as until Brawl, most characters only had one voice clip when being KO'd, with Dr. Mario being the lone exception to this rule by sharing Mario's KO voice clips.
  • Mewtwo is the only returning Melee character to not receive a new victory pose.

References

  1. ^ [1]