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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.

Attributes

An icon for denoting incomplete things.

Mewtwo is the second-lightest character in the game, possessing above average damage output, as well as high air speed and dash speed, 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 Smash 4, with its weakest dealing 9% damage. A majority of Mewtwo's attacks make use of its tail, giving them good reach. Nonetheless, its tail attacks deal more damage if used up close (contrary to the aforementioned perk) and are moderately slow, making them punishable if dodged or shielded. Mewtwo's side special, Confusion, is now a proper reflector, which helps Mewtwo fight characters who rely on projectiles. Shadow Ball, Mewtwo's neutral special, has been given a massive increase in punch, becoming a knockout attack when fully charged and a shield shatterer when reflected. It also recoils Mewtwo further back when shot which, depending on the situation, can possibly become a clever recovery or an automatic stock eraser. Teleport also has been changed from Melee to Smash 4; it has more end lag, momentum, and startup. These make it generally more risky to use when warping to the ground, because not only can Mewtwo no longer use it to psyche out the opponent, it leaves it vulnerable for a semi-second. Disable, has been buffed so that immobilizes the opponent longer and has lesser cooldown. Additionally, all characters now perform an animation when snapping out of it, essentially giving Mewtwo a cue to unleash its charged 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 in the form of Psystrike. It is a gigantic sphere of energy that bypasses walls and foes that are hit and slows down time briefly upon being launched, making it tough to avoid.

Overall, Mewtwo is a dangerous yet risky character. It has many moves that can easily score a KO, but they are generally unreliable. Its smash attacks have range, including a long reach on its forward smash and aerial trapping abilities with its up smash, but all of these attacks suffer from long endlag. Its throws all pile on the damage, but Mewtwo's decreased grab reach makes it more difficult for it to grab an opponent. Its specials can be deadly with the correct timing, but they all have their own unique consequences if they don't find their mark or aren't used wisely. Its forward aerial is the only notable exception to the dangers, due to its smaller start up and average range, making it a reliable KO move. And as also mentioned, it is the second-lightest character in the game, with mildly strong attacks being able to send it flying. All of these traits make Mewtwo a "high offense/low defense" type fighter.

Like other DLC characters, Mewtwo does not possess custom moves.

Changes from Melee

Although Mewtwo's buffs are great, such as its down air and Confusion, the major flaws it had resulted in Mewtwo being nerfed overall in the transition from Melee to SSB4, despite being largely considered one of the worst characters in Melee. Its combo game, approaching, 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 ability in Melee. Its combo throw game has been toned down significantly from Melee 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 the 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 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 additionally can dash faster than in Melee which helps its ground game. Mewtwo retains the most powerful up-throw and its forward throw is equal highest damage and refreshes many moves in the stale move queue. The removal of directional airdodging and heavy landing lag with an airdodge is a significant buff to its Shadow Ball which can be used to trap landings far easier than in Melee making the attack more reliable.

In a customs-on environment Mewtwo is at a distinct disadvantage as it has no custom moves like the other DLC fighters.

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 favored Mewtwo more highly, as several top players use it as a secondary.

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.
  • Change Mewtwo is overall less vocal, no longer using a sound effect when using battering items.

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
  • Nerf Mewtwo's air speed is slightly slower (1.2 → 1.15).
  • Nerf Mewtwo is slightly taller, making it surprisingly easy to hit and as such, combo despite it being floaty.
  • 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 The loss of wavedashing harmed Mewtwo significantly, but not as bad as Luigi or Ice Climbers.
  • Nerf Mewtwo is significantly harmed by the weakening of dash dancing and removal of 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

  • Change Infinite jab has a slightly altered animation where Mewtwo moves its body slightly. The same goes for its arm.
  • Nerf Neutral attack (hit 1), forward smash (sweetspot), and down tilt deal less damage.
  • Buff Neutral attack comes out 2 frames sooner (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 frames 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 slightly weaker although more effective at KOing lightweight fast fallers due to the throw's knockback only being affected by opponent weight
  • 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.
  • 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 has a hitbox while charging, and takes longer to fully charge.
  • Change Shadow Ball's trajectory is overall more predictable, making it more accurate, but easier to predict and avoid.
  • 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. 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 Due to the increased start up of Teleport, it makes it easier to control the direction Mewtwo teleports.
  • 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 no longer uses a sound effect when using Confusion or Disable.
  • 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.

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's projectiles now deal 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 slightly decreased: 3 frames → 2 frames.
  • Change Air dodging while Mewtwo is holding an item will have the item disappear as well.

Moveset

  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 attack, a throw 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 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 performs a dark energy-infused double palm thrust. Above average knockback.
Forward smash   19% (blast), 15% (arms) Mewtwo performs dark energy-infused double palm thrust. 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 have. Good for trapping airborne foes, particularly those near the edge. KOs at 107% if all 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 its forward smash, 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 electricity around itself before knocking the opponent back on the final hit. 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 swipes forward. 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 comboed with 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 iscloser to Mewtwo's body.
Up aerial   11% (near), 9% (mid), 7% (far) Mewtwo does a backflip and strikes opponents with its tail, similar 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 twisting stomp, creating a trail of negative energy. Fast start-up, low landing lag and high knockback scaling enables it to easily meteor smash 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, which also makes it one of Mewtwo's viable KOing options. KOing at 134%.
Grab   Mewtwo grabs a nearby opponent with psychokinesis.
Pummel   2% Hits the foe with a small jolt of electricity. 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. Most damaging forward throw in the game since the 1.1.0 update, as tied with Ganondorf, King Dedede, and Lucario (Although Lucario needs to be at Max Aura in order to get its power)These 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.
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 update. Despite this, it is still one of Mewtwo's most viable KOing options, especially during 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, Mewtwo will recoil backwards a great amount, which can help or hinder its recovery. A fully charged Shadow Ball has transcendent priority, but can still cancel out certain projectiles. Does 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 followup 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 percentages 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 sends out an immense, powerful sphere of 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 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.

  • 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!"

In Competitive Play

Notable players

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. 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 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 nearly identically to its official Melee artwork.
  • 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 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 in version 1.0.7, it was still possible to view replays containing these special moves in-game until version 1.0.8.
  • 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 he KO'd, like Roy. 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 lbs. However, in SSB4, Mewtwo is slightly heavier than Jigglypuff by three units, despite the latter weighing 12.1 lbs 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).

References

  1. ^ [1]