Editing Mewtwo (SSB4)

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 6: Line 6:
|game = SSB4
|game = SSB4
|ssbgame1 = SSBM
|ssbgame1 = SSBM
|ssbgame2 = SSBU
|availability = [[Downloadable content|Downloadable]]
|availability = [[Downloadable content (SSB4)|Downloadable]]
|tier = A
|tier = A
|ranking = 10
|ranking = 9
}}
}}
:{{Cquote|''Mewtwo Strikes Back!''|cite=Introduction Tagline}}
:{{Cquote|Mewtwo Strikes Back!|cite=Introduction Tagline}}
'''Mewtwo''' ({{ja|ミュウツー|Myūtsū}}, ''Mewtwo'') is a playable character in ''[[Super Smash Bros. 4]]''. Its return to the series (erroneously calling it a "new fighter") was announced during the [[Nintendo Direct#Super Smash Bros. for Wii U: 50-Fact Extravaganza|''Super Smash Bros. for Wii U'' 50-Fact Extravaganza]] on October 23rd, 2014.<ref>[https://www.youtube.com/watch?v=j0BBGzfw0pQ Wii U - Super Smash Bros. for Wii U 50-Fact Extravaganza]</ref> Mewtwo is the first [[Downloadable content (SSB4)|downloadable]] character in ''Super Smash Bros.'' history, and was made available on April 28th, 2015.<ref name="DLCdate">[https://www.youtube.com/watch?v=IMedqo8mLaQ Nintendo Direct 4.1.2015]</ref> However, it was made available at no cost as early as April 15th, 2015 for players who registered both {{for3ds}} and {{forwiiu}} on Club Nintendo by March 31st, 2015.<ref name="DLCdate"/><ref>[http://www.nintendo.co.uk/Campaigns/Super-Smash-Bros-Club-Nintendo-Promotion/Super-Smash-Bros-Club-Nintendo-Promotion-937174.html Super Smash Bros. Club Nintendo Promotion]</ref>


Rather than retaining {{s|wikipedia|Masachika Ichimura}} as its voice actor from ''Melee'', Mewtwo is now voiced by {{s|wikipedia|Keiji Fujiwara}}, who imitates some of the former's voice clips from ''Melee''.
'''Mewtwo''' ({{ja|ミュウツー|Myūtsū}}, ''Mewtwo'') is a playable character in ''[[Super Smash Bros. 4]]''. Its return to the series was announced during the [[Nintendo Direct#Super Smash Bros. for Wii U: 50-Fact Extravaganza|''Super Smash Bros. for Wii U'' 50-Fact Extravaganza]] on October 23rd, 2014.<ref>[https://www.youtube.com/watch?v=j0BBGzfw0pQ Wii U - Super Smash Bros. for Wii U 50-Fact Extravaganza]</ref> Mewtwo is the first [[Downloadable content|downloadable]] character in ''Super Smash Bros.'' history, and was made available on April 28th, 2015.<ref name="DLCdate">[https://www.youtube.com/watch?v=IMedqo8mLaQ Nintendo Direct 4.1.2015]</ref> However, it was made available at no cost as early as April 15th, 2015 for players who registered both {{forwiiu}} and {{for3ds}} on Club Nintendo by March 31st, 2015.<ref name="DLCdate"/><ref>[http://www.nintendo.co.uk/Campaigns/Super-Smash-Bros-Club-Nintendo-Promotion/Super-Smash-Bros-Club-Nintendo-Promotion-937174.html Super Smash Bros. Club Nintendo Promotion]</ref> Instead of retaining Masachika Ichimura as its voice actor, Mewtwo is now voiced by Keiji Fujiwara, who imitates some of Ichimura's voice clips from ''Melee''.


Mewtwo is ranked 10th out of 54 on the [[tier list]], placing it in the A tier. This is a drastic improvement from its low-tier placement in ''Melee'', where it was ranked 20th out of 26, and is its best placement in the series. Mewtwo boasts excellent mobility: in addition to retaining its very fast [[air speed]], its [[walk]]ing and [[dash]]ing speeds have become drastically faster, and it can now [[wall jump]].
Mewtwo is currently ranked 9th out of 58 on the current [[tier list]], placing it in the A tier. This is a vast improvement from its low-tier placement in ''Melee'', where it was ranked 21st out of 26. Mewtwo boasts excellent mobility: its [[dash]]ing and [[air speed]]s are among the top 10 fastest of their respective attributes, it has a fast [[walk]]ing speed, and it can now [[wall jump]]. Its [[special move]]s each boast impressive utility: [[Shadow Ball]] is a [[projectile]] that is effective for zoning and KOing when uncharged and fully charged, respectively; [[Confusion]] is a [[reflector]] and [[Grab#Special attacks as grabs|command grab]] that grants a small vertical boost when used in midair; [[Teleport]] is a fast and unpredictable [[recovery]] option; and [[Disable]] is a potent set-up option, thanks to its [[stun]] effect.


Mewtwo also possesses a flexible combo game. Its neutral attack is a very reliable [[jab cancel]], even at high percentages, while its down tilt and [[fast fall]]ing up aerial both possess a variety of follow-ups at low to high percentages. Like in ''Melee'', Mewtwo's grab game is potent: its forward throw is tied for the most damaging throw of its kind in the game, whereas its back and up throws are viable KOing options. Mewtwo also boasts a respectable number of potent KOing options: in addition its up and back throws, its smash attacks, forward aerial, and fully charged [[Shadow Ball]] each possess considerable power.
Mewtwo also possesses a flexible combo game: its neutral attack's ability to quickly and reliably [[jab cancel]] makes it an invaluable set-up option for its grounded moves, whereas its down tilt is a very useful combo starter into its neutral, forward, and up aerials. Like in ''Melee'', Mewtwo's grab game is also potent: its forward throw is tied for the most damaging throw of its kind in the game, whereas its back and up throws are viable KOing options. Lastly, its smash attacks, forward aerial, and fully charged Shadow Ball are fearsome KOing options.


Lastly, most of Mewtwo's [[special move]]s also have improved utility. Fully charged Shadow Ball has a larger hitbox and longer range; [[Confusion]] now functions as a traditional [[reflector]] and now grants a small vertical boost when used in midair; and [[Disable]]'s [[stun]] effect has a longer duration.
However, Mewtwo's infamous frailty has become even more pronounced, owing to its larger size and much lighter [[weight]]. This, in turn, is compounded by its slightly below-average frame data and slow double jump, which force it to rely on its neutral aerial, forward aerial, or Teleport to escape pressure more often than not. Lastly, Mewtwo has some difficulty KOing without proper reads or set-ups, as its strongest attacks can be difficult to land because of its aforementioned frame data issues.
 
However, Mewtwo's infamous frailty has become even more pronounced, owing to its larger size and much lighter [[weight]]. This, in turn, is compounded by its slightly below-average frame data and slow double jump, which force it to rely on its neutral aerial, forward aerial, or Teleport to escape pressure more often than not.


After initially being a poorly perceived character upon its release, game updates significantly improved Mewtwo's viability over time. This has been reflected by players such as {{Sm|Abadango}}, {{Sm|Rich Brown}}, and {{Sm|WaDi}} consistently achieving high placings in competitive play, whose successes have helped Mewtwo achieve top-tier status as of ''SSB4''{{'}}s second tier list.
After initially being a poorly perceived character upon its release, game updates significantly improved Mewtwo's viability over time. This has been reflected by players such as {{Sm|Abadango}}, {{Sm|Rich Brown}}, and {{Sm|WaDi}} consistently achieving high placings in competitive play, whose successes have helped Mewtwo achieve top-tier status as of ''SSB4''{{'}}s second tier list.
Line 31: Line 27:
In regard to grounded mobility, Mewtwo's [[walk]]ing speed is tied with {{SSB4|Charizard}}'s for the fifteenth fastest in the game, whereas its [[dash]]ing speed is the seventh fastest in the game. However, its [[traction]] is also tied with Charizard's for the second lowest in the game. This polarization is also apparent with Mewtwo's aerial mobility: its [[air speed]] is the third fastest in the game, yet it has slow [[air acceleration]], while its [[double jump]] is the highest in the game, yet accelerates slowly at its beginning. As a result of these attributes, landing and [[approach]]ing safely can be difficult. Unlike in ''Melee'', Mewtwo is capable of [[wall jump]]ing.
In regard to grounded mobility, Mewtwo's [[walk]]ing speed is tied with {{SSB4|Charizard}}'s for the fifteenth fastest in the game, whereas its [[dash]]ing speed is the seventh fastest in the game. However, its [[traction]] is also tied with Charizard's for the second lowest in the game. This polarization is also apparent with Mewtwo's aerial mobility: its [[air speed]] is the third fastest in the game, yet it has slow [[air acceleration]], while its [[double jump]] is the highest in the game, yet accelerates slowly at its beginning. As a result of these attributes, landing and [[approach]]ing safely can be difficult. Unlike in ''Melee'', Mewtwo is capable of [[wall jump]]ing.


Mewtwo's air game is highly potent. Its [[air dodge]] makes it disappear briefly and is the fastest one in the game, thanks to it concluding after 28 frames. Mewtwo's aerial moves boast impressive power thanks to their respectable damage outputs and very high knockback scaling, yet are also useful for partaking in combos. Neutral aerial's hitbox has a long duration, which allows it to punish air dodges or start combos upon landing as the opponent is being hit. Forward aerial is Mewtwo's fastest aerial, thanks to it hitting on frame 6. When coupled with its power and range, it can either combo into itself at low percentages, or KO outright at high percentages.
Mewtwo's air game is highly potent. Its [[air dodge]] makes it disappear briefly, which can make Mewtwo difficult for the opponent to track, and it is the fastest one in the game, thanks to it concluding after 28 frames. Mewtwo's aerial moves boast impressive power thanks to their respectable damage outputs and very high knockback scaling, yet are also useful for partaking in combos. Neutral aerial's hitbox has a long duration, which allows it to punish air dodges or start combos upon landing as the opponent is being hit. Forward aerial is Mewtwo's fastest aerial, thanks to it hitting on frame 6. When coupled with its power and range, it can either combo into itself at low percentages, or KO outright at high percentages.


Back aerial has very large range, which enables it to [[edge-guard]] reliably, yet also combo into itself at low percentages or KO outright at high percentages. Up aerial, like back aerial, has a very large range, which enables it to partake in combos or juggles. Its base hitbox's high knockback scaling also makes it KO reliably near the upper blast line. Lastly, down aerial is a very powerful [[meteor smash]] when sweetspotted, yet is also strong enough to KO on-stage opponents quite reliably. Due to it hitting on frame 15, however, it is Mewtwo's slowest aerial, and has the highest amount of landing lag out of its aerials.
Back aerial has very large range, which enables it to [[edge-guard]] reliably, yet also combo into itself at low percentages or KO outright at high percentages. Up aerial, like back aerial, has a very large range, which enables it to partake in combos or juggles. Its base hitbox's high knockback scaling also makes it KO reliably near the upper blast line. Lastly, down aerial is a very powerful [[meteor smash]] when sweetspotted, yet is also strong enough to KO on-stage opponents quite reliably. Due to it hitting on frame 15, however, it is Mewtwo's slowest aerial, and has the highest amount of landing lag out of its aerials.


Despite having been toned down since ''Melee'', Mewtwo's grab game is among the most potent in ''SSB4''. When all of its Shadow Balls hit, forward throw is tied with {{SSB4|Ganondorf}} and maximum [[Aura]] {{SSB4|Lucario}}'s forward throws as the most damaging throws of their kind in the game; this makes it useful for both damage racking and refreshing its [[stale-move negation|stale]] moves. Up and back throws are among the strongest throws in the game, making them viable KOing options. Down throw lacks true combo potential, but nevertheless has [[mindgame]] potential, thanks to it launching opponents just out of counterattacking range. However, Mewtwo's overall grab range and pummel are both merely average. Regardless, the potency of its grab game supplements its air game, as it can allow Mewtwo to inflict a considerable amount of damage with just a few moves.
Despite having been toned down since ''Melee'', Mewtwo's grab game is among the most potent in ''SSB4''. When all of its Shadow Balls hit, forward throw is tied with {{SSB4|Ganondorf}} and maximum [[Aura]] {{SSB4|Lucario}}'s forward throws as the most damaging throws of their kind in the game, which makes it useful for both damage racking and refreshing its [[stale-move negation|stale]] moves. Up and back throws are among the strongest throws in the game, making them viable KOing options. Down throw lacks true combo potential, but nevertheless has [[mindgame]] potential, thanks to it launching opponents just out of counterattacking range. However, Mewtwo's overall grab range and pummel are both merely average. Regardless, the potency of its grab game supplements its air game, as it can allow Mewtwo to inflict a considerable amount of damage with just a few moves.


In comparison to its air and grab games, Mewtwo's ground game is a mixed bag. While generally powerful, all but a few of its grounded moves suffer from noticeable ending lag, which makes them risky when they are whiffed, shielded, or dodged. Its neutral attack is very useful: it can easily [[jab cancel]] and even out-prioritize many moves, which in turn enables Mewtwo to better utilize its grab game and quickly initiate combos when followed up with up tilt, down tilt, or [[Disable]]. Down tilt, in particular, is a very effective move: its long range, launching angles, and minimal overall lag make it very useful for starting combos and decent for spacing or [[shield stab]]bing. Up tilt can combo into Mewtwo's aerial moves and potentially itself on many characters even at high percentages, so long as it hits them with its near hitboxes.
In comparison to its air and grab games, Mewtwo's ground game is a mixed bag. While generally powerful, all but a few of its grounded moves suffer from noticeable ending lag, which makes them risky when they are whiffed, shielded, or dodged. Its neutral attack is very useful: it can easily [[jab cancel]] and even out-prioritize many moves, which in turn enables Mewtwo to better utilize its grab game and quickly initiate combos when followed up with up tilt, down tilt, or [[Disable]]. Down tilt, in particular, is a very effective move: its long range, launching angles, and minimal overall lag make it very useful for starting combos and decent for spacing or [[shield stab]]bing. Up tilt can combo into Mewtwo's aerial moves and potentially itself on many characters even at high percentages, so long as it hits them with its near hitboxes.


Forward tilt has good range, very high knockback scaling, and can be angled, all of which makes it decent for spacing. However, its very low base knockback makes it unable to KO at reasonable percentages. Although it is punishable, dash attack's respectable range has increased even further, thanks to its hitboxes being re-positioned outward, and its newfound disjointed hitbox. Lastly, Mewtwo's smash attacks have above-average strength and distinct perks: forward smash has the longest range; up smash hits multiple times and is a useful anti-air option; and down smash has the lowest amount of ending lag.
Forward tilt has good range, very high knockback scaling, and can be angled, all of which makes it decent for spacing. However, its very low base knockback makes it unable to KO at reasonable percentages. Although it is punishable, dash attack's respectable range has increased even further, thanks to its hitboxes being re-positioned outward, and its newfound disjointed hitbox. Lastly, Mewtwo's smash attacks all have above average strength: forward smash is its most damaging smash and has the longest range, up smash is its fastest smash and functions as a powerful anti-air option, and down smash has the highest knockback scaling and the lowest amount of ending lag.


Mewtwo's special moves are powerful, yet risky, much like its ground game. [[Shadow Ball]] has impressive utility regardless of its charge: it is useful for zoning or stopping approaches when uncharged, whereas it is one of the strongest and fastest projectiles in the game when fully charged. [[Teleport]] grants considerable horizontal momentum and renders Mewtwo invulnerable for a split second, which makes it a safe recovery overall. [[Confusion]], which was notorious in ''Melee'' for being virtually useless, has been buffed considerably. In addition to functioning as a long-ranged [[Grab#Special attacks as grabs|command grab]] that can bypass disjointed hitboxes, it now functions as a proper [[reflector]], which improves Mewtwo's neutral game by allowing it to counteract opposing projectiles. Confusion's utility also extends to Mewtwo's recovery, as it now grants a slight vertical and average horizontal boost during its first use in midair, and can completely reverse both its aerial momentum and direction. Lastly, [[Disable]] is a risky set-up option, but it can guarantee openings for combos and KOs if it connects, which is further supplemented by its [[stun]] duration having been increased since ''Melee''.
Mewtwo's special moves are powerful, yet risky, much like its ground game. [[Shadow Ball]] has impressive utility regardless of its charge: it is useful for zoning or stopping approaches when uncharged, whereas it is one of the strongest and fastest projectiles in the game when fully charged. [[Teleport]] grants considerable horizontal momentum and renders Mewtwo invulnerable for a split second, which makes it a safe recovery overall. [[Confusion]], which was notorious in ''Melee'' for being virtually useless, has been buffed considerably. In addition to functioning as a long-ranged [[Grab#Special attacks as grabs|command grab]] that can bypass disjointed hitboxes, it now functions as a proper [[reflector]], which improves Mewtwo's neutral game by allowing it to counteract opposing projectiles. Confusion's utility also extends to Mewtwo's recovery, as it now grants a slight vertical boost during its first use in midair, and can completely reverse both its aerial momentum and direction. Lastly, [[Disable]] is a risky set-up option, but it can guarantee openings for combos and KOs if it connects, which is further supplemented by its [[stun]] duration having been increased since ''Melee''.


Despite Mewtwo's strengths, it has a few notable and fairly exploitable weaknesses. The most apparent of these is its frailty; Mewtwo's very light weight makes it very easy to KO, while its tall frame, average falling speed, and average gravity collectively make it easier to combo and juggle compared to other characters of its size and weight. Furthermore, Mewtwo lacks an effective aerial attack that can interrupt combos, whereas an attempt to Teleport out of combos can lead to it being punished because of its ending lag, momentum, and start-up lag having been increased since ''Melee''.
Despite Mewtwo's strengths, it has a few notable and fairly exploitable weaknesses. The most apparent of these is its frailty; Mewtwo's very light weight makes it very easy to KO, while its tall frame, average falling speed, and average gravity collectively make it easier to combo and juggle compared to other characters of its size and weight. Furthermore, Mewtwo lacks an effective aerial attack that can interrupt combos, and an attempt to Teleport out of combos can lead to it being punished because of its ending lag, momentum, and start-up lag having been increased since ''Melee''.


The majority of Mewtwo's moveset also possesses some restrictions in spite of their advantages. Despite its aforementioned hurtbox properties, Mewtwo's tail-based attacks are still susceptible to being countered, owing to the base of its tail being a part of its hurtbox. Fully charged Shadow Ball has recoil when used in the air, which can cause an inadvertent [[self-destruct]] while off-stage. Disable is punishable if it whiffs and can be reflected because of its status as a projectile, the latter of which can easily lead to a fatal turnabout against Mewtwo at high percentages.
The majority of Mewtwo's moveset also possesses some restrictions in spite of their advantages. Despite its aforementioned hurtbox properties, Mewtwo's tail-based attacks are still susceptible to being countered, owing to the base of its tail being a part of its hurtbox. Fully charged Shadow Ball has recoil when used in the air, which can cause an inadvertent [[self-destruct]] while off-stage. Disable is punishable if it whiffs and can be reflected because of its status as a projectile, the latter of which can easily lead to a fatal turnabout against Mewtwo at high percentages.


Aside from forward aerial and fully charged Shadow Ball, the rest of Mewtwo's KOing options can be difficult to land. Up and back throw can be risky to attempt because of its aforementioned average grab range. Forward and down smash have slow start-up lag, whereas up smash has minimal horizontal range below its blast of dark energy. Despite their speed and accuracy, forward aerial and Shadow Ball's KO potentials can be hindered via staleness because of their frequent usage in Mewtwo's combos and neutral game, respectively. Lastly, its frame data is slightly below-average, which makes its attacks even more prone to punishment if they are not spaced well. As a result, Mewtwo can pressure effectively, yet is also vulnerable to pressure. It is also at a distinct disadvantage in a [[Character customization|custom moveset]] environment, as it lacks custom moves because of its status as a DLC character.
Aside from forward aerial and fully charged Shadow Ball, the rest of Mewtwo's KOing options can be difficult to land. Up and back throw can be risky to attempt because of its overall grab range being average at best. Forward and down smash have slow start-up lag, whereas up smash has minimal horizontal range below its blast of dark energy. Despite their speed and accuracy, forward aerial and Shadow Ball's KO potentials can be hindered via staleness because of their frequent usage in Mewtwo's combos and neutral game, respectively. Lastly, its frame data is slightly below-average, which makes its attacks even more prone to punishment if they are not spaced well. As a result, Mewtwo can pressure effectively, yet is also vulnerable to pressure. It is also at a distinct disadvantage in a [[Character customization|custom moveset]] environment, as it lacks custom moves because of its status as a DLC character.


In regard to playstyle, Mewtwo's is an odd combination of styles: it fits the archetype of a glass cannon, yet typically relies on bait and punish tactics and defensive maneuvers to keep opponents from performing rushdowns and capitalizing on its very tall frame and extremely light weight. This does not mean Mewtwo is forced to rely on [[turtling]], however, as its outstanding mobility, excellent air game, and overall powerful moveset make it a force to be reckoned with. As such, Mewtwo is a "high-risk, high-reward" character with a fairly high learning curve, as it has to capitalize on reads more often than not because of its frailty and susceptibility to pressure.
In regard to playstyle, Mewtwo's is an odd combination of styles: it fits the archetype of a glass cannon, yet typically relies on bait and punish tactics and defensive maneuvers to keep opponents from performing rushdowns and capitalizing on its very tall frame and extremely light weight. This does not mean Mewtwo is forced to rely on [[turtling]], however, as its outstanding mobility, excellent air game, and overall powerful moveset make it a force to be reckoned with. As such, Mewtwo is a "high-risk, high-reward" character with a fairly high learning curve, as it has to capitalize on reads more often than not because of its frailty and susceptibility to pressure.
Line 53: Line 49:
In a similar manner to {{SSB4|Marth}}, Mewtwo was initially poorly regarded in ''SSB4''{{'}}s metagame because of its most serious flaws from ''Melee'' being worsened, which resulted in it suffering from low representation and poor results. After being heavily buffed in game updates, Mewtwo has received more representation and better results in the tournament scene, with its notable players including {{Sm|Abadango}}, {{Sm|Rich Brown}} and {{Sm|WaDi}}. Following Abadango winning [[Pound 2016]] while almost exclusively using Mewtwo, it is now regarded as a much better character than initially thought, with the general consensus being that Mewtwo warranted a spot as a high-tier character before it was officially reassessed as a top-tier character within the current tier list.
In a similar manner to {{SSB4|Marth}}, Mewtwo was initially poorly regarded in ''SSB4''{{'}}s metagame because of its most serious flaws from ''Melee'' being worsened, which resulted in it suffering from low representation and poor results. After being heavily buffed in game updates, Mewtwo has received more representation and better results in the tournament scene, with its notable players including {{Sm|Abadango}}, {{Sm|Rich Brown}} and {{Sm|WaDi}}. Following Abadango winning [[Pound 2016]] while almost exclusively using Mewtwo, it is now regarded as a much better character than initially thought, with the general consensus being that Mewtwo warranted a spot as a high-tier character before it was officially reassessed as a top-tier character within the current tier list.


==Changes from ''[[Super Smash Bros. Melee]]''==
==Changes from ''Melee''==
Mewtwo has been drastically buffed in its transition from ''Melee'' to ''Smash 4'', especially owing to the handful of buffs it has received within the game updates. One of its most useful buffs were to its mobility; its [[walk]]ing, [[dash]]ing, and [[air speed]]s are much faster, its [[jump]] and [[double jump]] are higher, it can now [[wall jump]], and its [[tech]]s' now-traditional animations make it less susceptible to [[tech-chasing]]. Mewtwo's [[air dodge]] has also improved: in addition to making it disappear, it is now the fastest in the game, while the removal of directional air dodges now enables it to retain Mewtwo's aerial momentum (although it also removes Mewtwo's ability to [[wavedash]]). Mewtwo's model also underwent very subtle, yet beneficial tweaks: its larger size increased the range of its tail-based attacks, while its model's re-positioning within the [[Hitbox#Hitboxes in three dimensions|z-axis]] has resulted in its hurtbox having a deceptive size.
Despite being considered one of the worst characters in ''Melee'', Mewtwo initially received a mix of buffs and nerfs in ''SSB4''. However, thanks to consistently receiving useful buffs via game updates, it has now been buffed significantly. Mewtwo's mobility is much better than in ''Melee'': its [[walk]]ing, [[dash]]ing, and [[air speed]]s are much faster, its [[jump]] and [[double jump]] are higher, it can now [[wall jump]], and its [[tech]]s' now-traditional animations make it less susceptible to [[tech-chasing]]. Mewtwo's [[air dodge]] has also improved: in addition to making it disappear, it is now the fastest in the game, while the removal of directional air dodges now enables it to retain Mewtwo's aerial momentum. Mewtwo's model also underwent very subtle, yet beneficial tweaks: its larger size increased the range of its tail-based attacks, while its model's re-positioning within the [[Hitbox#Hitboxes in three dimensions|z-axis]] has resulted in its hurtbox having a deceptive size.


Mewtwo's moveset has been adjusted so as to be more consistent and practical. [[Confusion]], in particular, has drastically improved: it now functions as a traditional [[Reflection|reflector]], has considerably less ending lag, and now grants recovery distance on its first aerial use; these changes give it high utility as a landing option against projectiles, recovery extender, combo starter, and counter against shields. While [[Shadow Ball]] has lost its charging hitbox, its travel pattern is less erratic, which makes it more accurate, and thus improves its zoning potential. When coupled with it having a much larger hitbox when fully charged, it is now one of Mewtwo's most reliable KOing options. [[Disable]]'s [[stun]] duration has increased, while its hitbox has been extended and adjusted to reliably connect against even smaller fighters, while also being [[intangible]], all of which improves its set-up potential. Its aerials have also generally improved, as they now have considerably less landing lag, are more consistent, and possess more utility. Its [[smash attack]]s have been similarly strengthened with larger hitboxes, improving their effectiveness. The improvements to Mewtwo's moveset also allow it to make better use of its [[Teleport]]-oriented [[mindgame]]s.
Mewtwo's moveset has been buffed to the point of being much more practical. [[Confusion]], in particular, has drastically improved: it now functions as a traditional [[Reflection|reflector]], has considerably less ending lag, and now grants a slight vertical boost after its first use in the air. [[Shadow Ball]]'s travel pattern is less erratic, which makes it more accurate, and thus improves its zoning potential. When coupled with it having a much larger hitbox when fully charged, it is now one of Mewtwo's most reliable KOing options. [[Disable]]'s [[stun]] duration has increased, which improves its set-up potential. Its aerials have also generally improved, as they now have considerably less landing lag, are more consistent, and possess more utility. The improvements to Mewtwo's moveset also allow it to make better use of its [[Teleport]]-oriented [[mindgame]]s.


However, Mewtwo has also received significant nerfs. Its infamous frailty was further exacerbated, thanks to its larger size and much lighter [[weight]]. Although still useful, Teleport's higher overall lag makes it less safe as an escape and mix-up option, whereas its added momentum can potentially lead to accidental [[self-destruct]]s. The improved practicality of Mewtwo's moveset is also slightly offset by its overall nerfed frame data, which is especially evident in regard to its tail-based attacks. Despite being much more mobile, Mewtwo's approach is hindered by the weakening of [[dash-dancing]] and the removal of both [[wavedash]]ing and [[moonwalk]]ing. Lastly, Mewtwo's grab game has been toned down: its pummel deals less damage, its back and up throws' KO potentials were considerably worsened because of their lowered knockback, and its down throw is now dependent on [[Mindgame#Predicting|reads]] because of its increased ending lag and the removal of [[chain grab]]bing.
However, Mewtwo has also received significant nerfs. Its infamous frailty was further exacerbated, thanks to its larger size and much lighter [[weight]]. Although still useful, Teleport's higher overall lag makes it less safe as an escape and mix-up option, whereas its added momentum can potentially lead to accidental [[self-destruct]]s. The improved practicality of Mewtwo's moveset is also slightly offset by its overall nerfed frame data, which is especially evident in regard to its tail-based attacks. Despite being much more mobile, Mewtwo's approach is hindered by the weakening of [[dash-dancing]] and the removal of both [[wavedash]]ing and [[moonwalk]]ing. Lastly, Mewtwo's grab game has been toned down: its pummel deals less damage, its back and up throws' KO potentials were considerably worsened because of their lowered knockback, and its down throw is now dependent on [[Mindgame#Predicting|reads]] because of its increased ending lag and the removal of [[chain grab]]bing.
Line 63: Line 59:


===Aesthetics===
===Aesthetics===
*{{change|Mewtwo's design has changed. Unlike its [[Mewtwo (SSBM)|''Melee'' self]], it has a smaller head, which is now mesaticephalic instead of dolichocephalic. It also has a narrower jawline, significantly larger digit pads, slightly more pronounced pinnae, and a slightly thicker tail. Mewtwo's eye color is also slightly subdued now. Lastly, the aesthetic used in ''SSB4'' has resulted in Mewtwo having a sleeker design, and the purple portion of its skin being slightly more vibrant. Altogether, these changes make Mewtwo appear virtually identical to its appearance in ''{{s|bulbapedia|Pokédex 3D Pro}}''.}}
*{{change|Mewtwo's design has changed. It has a smaller head, which is now mesaticephalic instead of dolichocephalic. It also has a narrower jawline; significantly larger digit pads; slightly more pronounced [[wikipedia:Auricle (anatomy)|pinnae]]; and a slightly thicker tail. Additionally, Mewtwo's eye color is slightly subdued. Lastly, the aesthetic used in ''SSB4'' has resulted in Mewtwo having a sleeker design, and the purple portion of its skin being slightly more vibrant. Altogether, these changes make Mewtwo appear virtually identical to its appearance in ''{{s|bulbapedia|Pokédex 3D Pro}}''.}}
*{{change|Mewtwo's green [[alternate costume]] from the previous game has been slightly updated. It is now aquamarine instead of green. Mewtwo has also received four new alternate costumes.}}
*{{change|Mewtwo is less vocal, as it no longer uses a voice clip when using [[Confusion]], [[Disable]], and [[Items#Types of items|battering items]].}}
*{{change|Mewtwo is slightly more expressive, as its irises now shrink when attacked instead of simply turning yellow.}}
*{{change|Mewtwo now has an [[on-screen appearance]], an up [[taunt]], and a down taunt.}}
*{{change|Mewtwo has been updated with universal features introduced in ''Brawl''.}}
**{{change|Mewtwo now has an [[on-screen appearance]] and two new [[taunt]]s. Its taunt from ''Melee'' remains as its up taunt.}}
**{{change|Mewtwo uses various voice clips for any move between its neutral infinite, its forward and up tilt attacks, its [[dash attack]], and any [[aerial attack]], and now uses specific clips for all three of of its [[smash attack]]s; using the same one for both forward and down smashes and a unique one for its up smash.}}
*{{change|Mewtwo is overall less vocal as the rate it speaks when attacking has been significantly lowered. It also no longer vocalizes when using [[Items#Types of items|battering items]].}}
**{{change|Mewtwo vocalizes upon waking up from [[asleep|sleep]] status when not suffering from any knockback, similar to many newcomers such as {{SSB4|Wii Fit Trainer}} and {{SSB4|Palutena}}.}}
*{{change|Mewtwo's chest now always faces the screen, regardless of whether it's facing left or right, mirroring its animations.}}


===Attributes===
===Attributes===
*{{change|Mewtwo is slightly taller. This improves its range, but makes its hurtbox slightly larger.}}
*{{change|Mewtwo is slightly taller. This improves its range, but makes its hurtbox slightly larger.}}
*{{buff|Due to Mewtwo's model having an adjusted [[Hitbox#Hitboxes in three dimensions|z-axis]] position, its hurtbox ends approximately at its digits, ankles, and the base of its tail.<ref name="Hurtbox">[https://smashboards.com/threads/the-misconceptions-about-mewtwos-hurtbox-end-here.416127/ The misconceptions about Mewtwo's hurtbox end here]</ref><ref name="Kurogane">[https://twitter.com/KuroganeHammer/status/799494095194431488 Kurogane Hammer on Twitter: "Mythbusters: Mewtwo's tail doesn't have a hurtbox at all except at the very base of it. 2D stages don't magically make it have one."]</ref> However, its hurtbox will still extend slightly when it attacks, whereas its digits, ankles, and the base of its tail will leave their z-axis positions when it is in [[hitstun]] or while [[tumbling]].<ref name="Hurtbox"/>}}
*{{buff|Due to Mewtwo's model having an adjusted [[Hitbox#Hitboxes in three dimensions|z-axis]] position, its hurtbox ends approximately at its digits, ankles, and the base of its tail.<ref name="Hurtbox">[https://smashboards.com/threads/the-misconceptions-about-mewtwos-hurtbox-end-here.416127/ The misconceptions about Mewtwo's hurtbox end here]</ref><ref name="Kurogane">[https://twitter.com/KuroganeHammer/status/799494095194431488 Kurogane Hammer on Twitter: "Mythbusters: Mewtwo's tail doesn't have a hurtbox at all except at the very base of it. 2D stages don't magically make it have one."]</ref> However, its hurtbox will still extend slightly when it attacks, whereas its digits, ankles, and the base of its tail will leave their z-axis positions when it is in [[hitstun]] or while [[tumbling]].<ref name="Hurtbox"/>}}
*{{nerf|Mewtwo is significantly [[weight|lighter]] (85 → 74), going from being tied for the 16th heaviest in ''Melee'' to the standalone 2nd lightest in ''SSB4'', significantly hindering its endurance.}}
*{{nerf|Mewtwo is [[weight|lighter]] (85 → 74), significantly hindering its endurance.}}
*{{buff|Mewtwo [[walk]]s faster (1.0 → 1.2).}}
*{{buff|Mewtwo [[walk]]s faster (1.0 → 1.2).}}
*{{buff|Mewtwo [[dash]]es drastically faster (1.4 → 2.05), going from one of the slowest dashing speeds in ''Melee'' to one of the fastest in ''SSB4''.}}
*{{buff|Mewtwo [[dash]]es faster (1.4 → 2.05).}}
*{{buff|Mewtwo's [[air speed]] is faster (1.2 → 1.25).}}
*{{buff|Mewtwo's [[air speed]] is faster (1.2 → 1.25).}}
*{{change|Unlike most characters returning from ''Melee'', Mewtwo's [[falling speed]] was left unchanged. This means that it falls significantly faster relative to the cast, going from being tied for the 4th slowest in the game to around average.}}
*{{buff|Mewtwo's [[fast fall]]ing speed is faster (2.3 → 2.4), improving its air game and making it less susceptible to juggling. When coupled with the updated air dodge mechanics, this also improves Mewtwo's landing options.}}
*{{buff|Mewtwo's [[fast fall]]ing speed is also faster thanks to the universal changes to fast falling (2.3 → 2.4). This further improves its aerial mobility and leaves it less susceptible to juggling. When coupled with the updated air dodge mechanics, this also improves Mewtwo's landing options.}}
*{{buff|[[Short hop]], [[jump]], and [[double jump]] are slightly higher. This enables its forward, back, and up aerials to auto-cancel with a short hop in spite of their later auto-cancel windows, and improves its aerial mobility. Mewtwo can also now [[wall jump]].}}
*{{buff|[[Short hop]], [[jump]], and [[double jump]] are slightly higher. This enables its forward, back and up aerials to auto-cancel with a short hop in spite of their later auto-cancel windows, and improves its aerial mobility. Mewtwo can also now [[wall jump]], improving its recovery.}}
*{{buff|Soft landing is faster (4 frames → 2).}}
*{{buff|Mewtwo's soft landing is twice as fast (4 frames → 2).}}
*{{buff|[[Crouch]] is lower.}}
*{{buff|Mewtwo's [[crouch]] is lower.}}
*{{change|Walk and dash's animation have slightly changed. Mewtwo now hovers while facing the foreground at an angle, instead of being parallel to the ground.}}
*{{change|Walk and dash's animation have slightly changed. Mewtwo now hovers while facing the foreground at an angle instead of being parallel to the ground.}}
*{{change|Double jump and tail-based attacks' sound clips are lower pitched.}}
*{{change|The sound effects for Mewtwo's double jump and tail-based attacks are lower pitched.}}
*{{buff|[[Tech]]s' animations have changed. They are now more traditional, making it less susceptible to [[tech-chasing]].}}
*{{buff|Mewtwo's [[tech]] animations have been altered to be more traditional, making Mewtwo less susceptible to [[tech-chasing]].}}
*{{change|Item swings' animations have changed. Dash swings also consist of one hit, instead of multiple hits.}}
*{{buff|Mewtwo's [[air dodge]] has less startup (frame 4 → 2) and much less ending lag (FAF 40 → 29), now being the fastest air dodge in the game.}}
*{{nerf|Mewtwo's air dodge has a shorter intangibility duration (frames 4-29 → 2-24).}}
*{{buff|Mewtwo's [[spot dodge]] has much less ending lag (FAF 38 → 25) going from one of the slowest spot dodges to one of the fastest.}}
*{{nerf|Mewtwo's spot dodge has a shorter intangibility duration (frames 2-21 → 2-14).}}
*{{buff|Mewtwo's [[roll]]s have less ending lag (FAF 38 → 30).}}
*{{nerf|Mewtwo's rolls have a shorter intangibility duration (frames 4-21 (forward), 4-19 (back) → 4-14 (both)).}}
*{{change|Mewtwo's item swing animations have changed. Dash swings also consist of one hit instead of multiple hits.}}
*{{change|The removal of [[double jump cancel]]ing both helps and hinders Mewtwo. It improves its recovery, as it can now use aerials or its air dodge while retaining its momentum, but hinders its combo game.}}
*{{change|The removal of [[double jump cancel]]ing both helps and hinders Mewtwo. It improves its recovery, as it can now use aerials or its air dodge while retaining its momentum, but hinders its combo game.}}
*{{nerf|The weakening of [[dash-dancing]] and the removal of [[wavedash]]ing and [[moonwalk]]ing significantly hinder Mewtwo's approach.}}
*{{nerf|The weakening of [[dash-dancing]] and the removal of [[wavedash]]ing and [[moonwalk]]ing significantly hinder Mewtwo's approach.}}
*{{nerf|The removal of [[glide toss]]ing hinders Mewtwo's approach while holding items.}}
**{{buff|However, Mewtwo can now super glide toss with its super glide toss covering a large distance.}}


===Ground attacks===
===Ground attacks===
*[[Neutral attack]]:
*{{buff|Neutral attack deals 2% less damage (6% → 4%). It also has decreased start-up (frame 8 → 6) and ending lag (frame 30 → 25). Altogether, these changes significantly improve its [[jab cancel]]ing potential. Neutral infinite has received a finisher,<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAABnUYnly14CnA Pic of the Day: February 26, 2014]</ref> an upward swipe, and has decreased ending lag (frame 52 → 36). These changes improve its safety.}}
**{{nerf|Neutral attack deals less damage (6% → 4% (hit 1), 2% → 1% (loop hits)) and the first hit can no longer [[lock]] opponents due to changes to jab resets.}}
*{{nerf|Neutral infinite deals 1% less damage (2% → 1%).}}
**{{buff|Neutral attack's first hit has decreased start-up (frame 8 → 6) and ending lag (FAF 30 → 25). It also has altered knockback (20 (set)/100 (scaling) → (50/20) (base)/(20/60) (scaling)). Altogether, these changes significantly improve its [[jab cancel]]ing potential. Neutral infinite has received a finisher, an upward swipe, and has decreased ending lag (FAF 52 → 36). These changes improve its safety.}}
*{{buff|The weakening of [[Smash directional influence|SDI]] makes neutral infinite significantly more difficult to escape from.}}
*[[Forward tilt]]:
*{{buff|Sweetspotted dash attack deals 1% more damage (9% → 10%).}}
**{{buff|Mid and far forward tilt deal more damage (8% (mid)/5% (far) → 9%/8%) and have increased base knockback (10 (mid)/0 (far) → 20 (both)).}}
*{{buff|Dash attack has increased knockback (80 (base)/60 (scaling) → 80/70 (clean), 40 (base)/60 (scaling) → 80/70 (late)). It has also received a disjointed hitbox near Mewtwo's hand. These changes improve its spacing potential.}}
**{{nerf|Forward tilt has increased start-up lag with a shorter duration (frames 6-8 → 10-11), and more ending lag (FAF 29 → 36).}}
*{{change|Dash attack's animation has slightly changed. Mewtwo now performs a dark-energy infused palm thrust with one hand, instead of both. This new animation re-positions its torso hitbox around Mewtwo's arms, but shortens its lingering hitbox's duration (frames 12-29 → 12-20).}}
*[[Up tilt]]:
*{{buff|Mid and far forward tilt deal more damage (8% (mid)/5% (far) → 9%/8%) and have increased base knockback (10 (mid)/0 (far) → 20 (both)), improving their spacing potentials.}}
**{{change|Up tilt deals less damage (10%/8%/6%/5% (clean/late) → 6%/5%/4.5%/4.5% (clean)/5%/4%/3% (late)), and only the clean sweetspot and clean sourspot had their knockback fully compensated (0 (base)/115 (scaling) → 70/114 (clean), 0/80 → 50/50 (sour)). These changes improve its combo potential but hinder its KO potential.}}
*{{nerf|Forward tilt has increased start-up (frame 6 → 10), ending lag (frame 29 → 36), and a shorter duration (frames 6-8 → 10-11).}}
**{{nerf|Up tilt has increased start-up with a shorter duration (frames 6-12 → 8-13) and more ending lag (FAF 28 → 30).}}
*{{buff|Up tilt deals less damage (10%/8%/6%/5% (clean/late) → 6%/5%/4.5%/4.5% (clean)/5%/4%/3% (late)), although its base knockback was somewhat compensated (0/70/70/0/60/60/50/40 70/60/50/50/60/50/40). These changes improve its combo potential.}}
*[[Down tilt]]:
*{{nerf|Up tilt has increased start-up (frame 6 → 8) and ending lag (frame 28 → 30).}}
**{{change|Down tilt deals less damage (9% (near)/8% (mid)/5% (far) → 5%/4.5%/4%), and its knockback was not fully compensated (40 (base)/80 (scaling) (all) → 60/82 (near), 65/84 (mid), 60/70 (far)). Its angles have also been altered (80° → 80°/70°/60°). Altogether, these changes improve the near hit's combo potential but hinders the far hit's combo potential.}}
*{{buff|Down tilt deals less damage (9% (near)/8% (mid)/5% (far) → 5%/4.5%/4%), although its knockback was somewhat compensated (40 (base)/80 (scaling) (all) → 60/82 (near), 65/84 (mid), 60/70 (far)). Its angles have also been altered (80° → 80°/70°/60°). Altogether, these changes improve its combo potential and grant it spacing potential.}}
**{{nerf|Down tilt has increased start-up lag with a shorter duration (frames 5-7 → 6-7), and more ending lag (FAF 20 → 21).}}
*{{nerf|Down tilt has increased start-up (frame 5 → 6), ending lag (frame 20 → 21), and a shorter duration (frames 5-7 6-7).}}
*[[Dash attack]]:
*{{nerf|Sweetspotted forward smash deals 1% less damage (20% → 19%).}}
**{{buff|Sweetspotted dash attack deals 1% more damage (9% → 10%).}}
*{{buff|Sourspotted forward smash deals 4% more damage (12% → 16%).}}
**{{buff|Dash attack has increased knockback (80 (base)/60 (scaling) (clean), 40/60 (late) → 80/70 (both)). It has also received a disjointed hitbox near Mewtwo's hand.}}
*{{buff|Forward smash has increased knockback scaling (75 (sweetspot)/80 (sourspot) → 85/90), a larger hitbox (2u → 3u), and has a longer duration (frames 19-20 → 19-21). Altogether, these changes improve its KO potential. Its sweetspot is also easier to land than its sourspot.}}
**{{change|Dash attack's animation has slightly changed. Mewtwo now performs a dark-energy infused palm thrust with one hand, instead of both. This new animation re-positions its torso hitbox around Mewtwo's arms, but shortens its lingering hitbox's duration (frames 12-29 12-20).}}
*{{nerf|Forward smash also has increased start-up lag (frame 18 → 19) and slightly decreased range.}}
*[[Forward smash]]:
*{{buff|Up smash's first hit has increased weight-based knockback (40/18/18/8 → 90) and its second through sixth hits have larger hitboxes. These changes make its hits connect together better. It also has decreased ending lag (frame 70 → 69).}}
**{{nerf|Sweetspotted forward smash deals less damage (20% → 19%).}}
*{{nerf|Up smash's first hit has a slightly smaller hitbox.}}
**{{buff|Sourspotted forward smash deals more damage (12% → 16%).}}
*{{change|Up smash's last hit has altered knockback (40 (base)/118 (scaling) → 60/107). It also has slightly increased horizontal range, but slightly decreased vertical range.}}
**{{buff|Forward smash has increased knockback scaling (75 (sweetspot)/80 (sourspot) → 85/90), improving its KO potential. Additionally, it has a larger hitbox (2u → 3u) and a longer duration (frames 19-20 → 19-21). Lastly, its sweetspot is easier to land than its sourspot.}}
*{{buff|Down smash has increased knockback scaling (103 → 118), significantly improving its KO potential. It also has slightly increased range.}}
**{{nerf|Forward smash has slightly increased start-up lag (frame 18 → 19) and slightly decreased range.}}
*{{nerf|Down smash has increased start-up (frame 20 → 21) and ending lag (frame 38 → 44).}}
*[[Up smash]]:
**{{buff|Up smash's first hit has increased set knockback (40/18/18/8 → 90). Its second through sixth hits also have larger hitboxes. In addition, the weakening of SDI makes this move much harder to escape from. It also has decreased ending lag (FAF 70 → 69) and deals more damage due to changes to [[stale move negation]] (14% → 16%).}}
**{{nerf|Up smash's first hit has a slightly smaller hitbox.}}
**{{change|Up smash's last hit has altered knockback (40 (base)/118 (scaling) → 60/107). It also has slightly increased horizontal range, but slightly decreased vertical range.}}
*[[Down smash]]:
**{{buff|Down smash has increased knockback scaling (103 → 118), significantly improving its KO potential. It also has slightly increased range against aerial opponents, thanks to its aerial foes-only hitbox being slightly larger (8.59 → 8.7).}}
**{{change|Down smash's angle has been altered (361° → 55°). The larger hitbox now makes the same large burn sfx as the smaller one, whereas in ''Melee'', it made a medium burn sound upon hitting someone.}}
**{{nerf|Down smash's hitbox that hits both grounded and aerial opponents has had its hitbox significantly reduced in size (6.25 → 4), reducing its range against grounded opponents.}}
**{{nerf|Down smash has slightly increased start-up (frame 20 → 21) and ending lag (FAF 38 → 44).}}


===Aerial attacks===
===Aerial attacks===
*{{change|All aerials have decreased landing lag (26/13 frames → 13 (neutral), 25/12 frames → 14 (forward), 28/14 frames → 17 (back), 20/10 frames → 13 (up), 28/14 frames → 18 (down)). Due to the removal of [[L-canceling]], however, they are not fully compensated with the exception of neutral aerial.}}
*{{change|All aerials have decreased landing lag (26/13 frames → 13 (neutral), 25/12 frames → 14 (forward), 28/14 frames → 17 (back), 20/10 frames → 13 (up), 28/14 frames → 18 (down)). Due to the removal of [[L-canceling]], however, they are not fully compensated.}}
*{{nerf|All aerials except down aerial [[auto-cancel]]s later (frame 37 → 46 (neutral), frame 35 → 36 (forward), frame 30 → 38 (back), frame 33 → 36 (up)).}}
*{{nerf|Neutral, forward, back, and up aerials auto-cancel later (frame 37> → 46> (neutral), frame 35> → 36> (forward), frame 30> → 38> (back), frame 33> → 36> (up)).}}
*{{buff|However, due to Mewtwo's higher jumps, all aerials except for neutral aerial can autocancel in a short hop.}}
*{{nerf|Neutral aerial deals less damage (1%-2% (hits 1-8)/6% (hit 9) → 1%/4%) and its landing hitbox has been removed. It also has increased start-up lag (frame 5 → 7).}}
*[[Neutral aerial]]:
*{{buff|Neutral aerial's first eight hits have increased weight-based knockback (20/20/40/40 → 22/22/46/46), their angles have been altered (160°/160°/110°/110° → 185°/185°/110°/110°), and they have been re-positioned from Mewtwo's torso to its hands and feet. Its last hit also has altered knockback (70 (base)/80 (scaling) → 40/110) and a larger hitbox. Altogether, these changes make its hits connect together better.}}
**{{buff|Neutral aerial's first eight hits have increased set knockback (20/20/40/40 → 22/22/46/46); their angles have been altered (160°/160°/110°/110° → 185°/185°/110°/110°); and they have been re-positioned from Mewtwo's torso to its hands and feet. Its last hit also has a larger hitbox. Altogether, these changes make its hits connect together better.}}
*{{change|Neutral aerial's visual effects have changed. The electricity now flashes green, yellow, blue, cyan, and violet at varying intervals, instead of flashing mauve and cyan at a consistent rate.}}
**{{buff|Neutral aerial's last hit inflicts significantly more knockback overall (60 (base)/70 (scaling) → 40/110), now being able to KO at Sudden Death percentages (instead of at around 450% in ''Melee'').}}
*{{buff|The weakening of SDI makes neutral aerial significantly more difficult to escape from.}}
**{{nerf|Neutral aerial's first eight hits now deal consistent damage (1%/2% → 1%) and its landing hitbox has been removed.}}
*{{nerf|Forward aerial deals 1% less damage (14% → 13%), hindering its KO potential. It also has a shorter duration (frames 6-9 → 6-8).}}
**{{nerf|Neutral aerial has increased start-up (frame 5 → 7) and ending lag (FAF 42 → 46).}}
*{{buff|Forward aerial's angle has been altered (84° → 50°). When coupled with its lower damage output, this improves its combo potential into itself.}}
**{{change|Neutral aerial's visual effects have changed. The electricity now flashes green, yellow, blue, cyan and violet at varying intervals, instead of flashing mauve and cyan interchangeably.}}
*{{buff|Forward aerial's animation has slightly changed. Mewtwo now swipes forward while lunging, instead of shifting its body in unison with the swipe. This new animation produces a less narrow hitbox with increased horizontal range, and re-positions its hitbox to be more disjointed from Mewtwo's arm.}}
**{{change|Neutral aerial's animation is more refined, with Mewtwo facing the screen instead of to the side, and the final hit has Mewtwo flex its body to indicate the hitbox change.}}
*{{nerf|Neutral, forward, back, and up aerials have increased ending lag (frame 42 → 46 (neutral), frame 36 → 38 (forward), frame 32 → 40 (back), frame 35 → 40 (up)).}}
**{{buff|The weakening of [[Smash directional influence|SDI]] makes neutral aerial significantly more difficult to escape from.}}
*{{buff|Back aerial has a larger x-axis offset (5.1u → 5.5u), improving its horizontal range.}}
*[[Forward aerial]]:
*{{nerf|Back aerial has increased start-up lag (frame 12 → 13).}}
**{{nerf|Forward aerial deals 1% less damage (14% → 13%), hindering its KO potential.}}
*{{buff|Near up aerial deals 1% more damage (10% → 11%) and has a longer duration (frames 10-13 → 10-14).}}
**{{nerf|Forward aerial has increased starting (frame 5 → 6) ending lag (FAF 36 → 38).}}
*{{nerf|Mid and far up aerials deal less damage (11% (mid)/14% (far) → 10%/9%) and have increased start-up lag (frame 9 → 10).}}
**{{change|Forward aerial's angle has been altered (84° → 50°). This grants it combo potential into itself and improves its spacing potential, but removes its juggling potential.}}
*{{change|Up aerial's sweetspot has been re-positioned from the tip of Mewtwo's tail to its base.}}
**{{buff|Forward aerial's animation has slightly changed. Mewtwo now swipes forward while lunging, instead of shifting its body in unison with the swipe. This new animation widens its hitbox and re-positions its hitbox farther along Mewtwo's arm.}}
*{{nerf|Aerial sweetspotted down aerial deals 1% less damage (16% → 15%).}}
*[[Back aerial]]:
*{{buff|Down aerial has decreased start-up (frame 18 → 15) and ending lag (frame 47 → 46). It also auto-cancels earlier (frame 45> → 42>). When coupled with Mewtwo's higher jump, these changes allow it to auto-cancel with a short hop.}}
**{{buff|Back aerial has a larger x-axis offset (5.1u → 5.5u), improving its horizontal range. It also deals knockback (0 (base)/100 (scaling) → 20/90).}}
*{{buff|Down aerial's animation has slightly changed. Mewtwo now stomps in a more pronounced motion and has its foot infused with dark energy. This new animation results in its hitboxes being more disjointed from Mewtwo's foot, improving its range.}}
**{{nerf|Back aerial has increased start-up (frame 12 → 13 (back)) and ending lag (FAF 32 → 40).}}
*{{buff|The removal of [[Meteor smash#Meteor canceling|meteor canceling]] significantly improves aerial sweetspotted down aerial's reliability.}}
*[[Up aerial]]:
**{{buff|Near up aerial deals 1% more damage (10% → 11%) and has a longer duration (frames 10-13 → 10-14). Up aerial also deals more knockback (0 (base)/100 (scaling) → 40/97) improving the near hit's KO potential.}}
**{{nerf|Mid and far up aerials deal less damage (11% (mid)/14% (far) → 10%/9%). and have increased start-up lag (frame 9 → 10).}}
**{{nerf|Up aerial has increased ending lag (FAF 35 → 40).}}
**{{change|Up aerial's sweetspot has been re-positioned from the tip of Mewtwo's tail to its base.}}
*[[Down aerial]]:
**{{nerf|Aerial sweetspotted down aerial deals 1% less damage (16% → 15%).}}
**{{change|Down aerial's sourspot is no longer a [[meteor smash]] (270° → 70°) and has increased knockback (10 (base)/100 (scaling) → 20/97) This improves its KO potential but hinders its edgeguarding potential.}}
**{{buff|Down aerial has decreased start-up (frame 18 → 15) and ending lag (FAF 47 → 46). It also auto-cancels earlier (frame 45 → 42). When coupled with Mewtwo's higher jump, these changes allow it to auto-cancel with a short hop.}}
**{{buff|Down aerial's animation has slightly changed. Mewtwo now stomps in a more pronounced motion while its foot is infused with dark energy. This new animation results in its hitboxes being more disjointed from Mewtwo's foot, improving its range.}}
**{{buff|The removal of [[Meteor smash#Meteor canceling|meteor canceling]] significantly improves aerial sweetspotted down aerial's reliability.}}


===Throws/other attacks===
===Throws/other attacks===
*{{nerf|Standing and dash grabs have increased ending lag (FAF 31 → 36 (standing), FAF 41 → 43 (dash)). Dash grab also has increased start-up lag (frame 8 → 9).}}
*{{nerf|Standing and dash grabs have increased ending lag (frame 31 → 36 (standing), frame 41 → 43 (dash)). Dash grab also has increased start-up lag (frame 8 → 9).}}
*[[Pummel]]:
*{{nerf|Pummel deals 1% less damage (3% → 2%).}}
**{{nerf|Pummel deals 1% less damage (3% → 2%).}}
*{{buff|Pummel is faster (24 frames → 18).}}
**{{buff|Pummel is faster (24 frames → 18).}}
*{{change|Forward throw's [[Shadow Ball]]s are larger, but cover less distance.}}
*[[Forward throw]]:
*{{nerf|Back throw deals 1% less damage (11% → 10%) and has decreased knockback scaling (80 → 75), hindering its KO potential.}}
**{{change|Forward throw's [[Shadow Ball]]s are larger, but have decreased ranges.}}
*{{change|Back throw's animation has slightly changed. Mewtwo now looks away while throwing the opponent, instead of looking at them.}}
*[[Back throw]]:
*{{nerf|Up throw has decreased knockback (100 (base)/70 (scaling) → 72/65), significantly hindering its KO potential. However, it is still the strongest up throw in the game if [[directional influence]] is taken into account. It also has increased ending lag, slightly hindering its safety at low percentages.}}
**{{nerf|Back throw deals 1% less damage (11% → 10%) and has decreased knockback scaling (80 → 75), hindering its KO potential.}}
*{{nerf|Down throw deals 2% less damage (11% → 9%). When coupled with the removal of [[chain grab]]bing, this significantly hinders its damage racking potential.}}
**{{change|Back throw's animation has slightly changed. Mewtwo now looks away while throwing the opponent, instead of looking at them.}}
*{{change|Down throw has an altered angle (69° → 74°).}}
*[[Up throw]]:
*{{change|Down throw's animation has slightly changed. Mewtwo now somersaults to strike with its tail, instead of spinning its entire body to do so. This new animation transitions slightly faster, but increases its ending lag.}}
**{{nerf|Up throw has decreased knockback (100 (base)/70 (scaling) → 72/65), significantly hindering its KO potential. Despite this, it has even less combo potential due to the universally decreased falling speeds combined with its increased ending lag, slightly hindering its safety at low percentages.}}
*{{change|Floor attacks now have a [[normal]] effect, instead of an [[electric]] effect.}}
*[[Down throw]]:
*{{buff|Edge get-up and edge attack's animations have changed. They are now more traditional, making them significantly faster.}}
**{{nerf|Down throw deals 2% less damage (11% → 9%). When coupled with the removal of [[chain grab]]bing, this significantly hinders its damage racking potential.}}
**{{change|Down throw has an altered angle (69° → 74°).}}
**{{change|Down throw's animation has slightly changed. Mewtwo now somersaults to strike with its tail, instead of spinning its entire body to do so. This new animation transitions slightly faster, but increases its ending lag.}}
*[[Floor attack]]:
**{{change|Floor attacks now have a [[normal]] effect, instead of an [[electric]] effect.}}
**{{buff|Edge get-up and edge attack's animations have changed. They are now more standardized, making them significantly faster.}}
**{{change|Due to the introduction of [[tripping]] in ''Brawl'', Mewtwo has received a floor attack after tripping, a darkness-infused swipe on both sides.}}


===Special moves===
===Special moves===
*[[Shadow Ball]]:
*{{nerf|Fully charged [[Shadow Ball]] has decreased knockback (50 (base)/70 (scaling) → 30/67), hindering its KO potential. Shadow Ball's charge time has also increased, and it no longer has a hitbox while charging.}}
**{{nerf|Fully charged Shadow Ball has decreased knockback (50 (base)/70 (scaling) → 30/67), hindering its KO potential. Shadow Ball's charge time has also increased, and it no longer has a hitbox while charging.}}
*{{buff|Fully charged Shadow Ball has a larger hitbox and increased range.}}
**{{buff|Fully charged Shadow Ball has a larger hitbox and increased range.}}
*{{buff|Grab now [[charge-cancel]]s Shadow Ball, instead of immediately using it. It also no longer endures lag when it uses its [[shield]] to charge-cancel.}}
**{{buff|Grab now [[charge-cancel]]s Shadow Ball, instead of immediately using it. Mewtwo also no longer endures lag when it uses its [[shield]] to charge-cancel.}}
*{{change|Shadow Ball's movement pattern is significantly less erratic. This improves its accuracy, but makes it more predictable.}}
**{{change|Shadow Ball's movement pattern is significantly less erratic. This improves its accuracy, but makes it more predictable.}}
*{{change|Fully charged Shadow Ball causes significantly less recoil. This improves its safety while off-stage, but hinders its utility as a situational recovery option.}}
**{{change|Fully charged Shadow Ball causes significantly less recoil. This improves its safety while off-stage, but hinders its utility as a situational recovery option.}}
*{{change|Shadow Ball's visual effects have slightly changed. Saving a fully charged Shadow Ball now results in dark energy emanating from both of Mewtwo's hands, instead of one.}}
**{{change|Shadow Ball's visual effects have slightly changed. Saving a fully charged Shadow Ball now results in dark energy emanating from both of Mewtwo's hands, instead of one.}}
*{{buff|The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] significantly improve fully charged Shadow Ball's shield pressuring potential.}}
**{{buff|The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] significantly improve fully charged Shadow Ball's shield pressuring potential.}}
*{{nerf|Due to consisting of nine small hitboxes instead of one large hitbox, [[Confusion]] deals ≈0.9505% less damage (10% → ≈9.0495%).}}
**{{change|Mewtwo now only speaks when releasing a Shadow Ball after storing in full charge rather then just releasing it.}}
*{{buff|Confusion now functions like a traditional [[reflector]], as it changes reflected projectiles to Mewtwo's ownership and has a damage multiplier (1.4×). It also has decreased ending lag (frame 56 → 45).}}
*[[Confusion]]:
*{{buff|Aerial Confusion now grants a slight vertical boost after its first use, granting it recovery potential.}}
**{{nerf|Due to consisting of nine small hitboxes instead of one large hitbox, Confusion deals ≈0.9505% less damage (10% → ≈9.0495%).}}
*{{change|Confusion's visual effects have changed. It now appears as a violet translucent ripple, instead of a white sparkle. Compared to the previous animation, it is almost identical to the animation [[bulbapedia:Confusion (move)|Confusion]] used in [[bulbapedia:Generation V|Generations V]] and [[bulbapedia:Generation VI|VI]].}}
**{{buff|Confusion now functions like a traditional [[reflection|reflector]], as it changes reflected projectiles to Mewtwo's ownership and has a damage multiplier (1.4×). It also has decreased ending lag (FAF 56 → 45). Altogether, these changes significantly improve its utility.}}
*{{change|[[Teleport]] grants a small amount of forward and/or backward momentum, but it plays out its momentum-based ending lag even if Mewtwo reappears on the ground. This slightly improves its recovery potential, but makes it slightly more punishable.}}
**{{buff|Aerial Confusion now grants a slight vertical boost after its first use, granting it recovery potential.}}
*{{change|Teleport has slightly increased start-up lag. This slightly improves its maneuverability, but makes it slightly more punishable.}}
**{{change|Confusion's visual effects have changed. It now appears as a violet translucent ripple, instead of a white sparkle. Compared to the previous animation, it is almost identical to the animation [[bulbapedia:Confusion (move)|Confusion]] used in [[bulbapedia:Generation V|Generations V]] and [[bulbapedia:Generation VI|VI]].}}
*{{nerf|Teleport has decreased intangibility frames (frames 8-17 → 9-17).}}
**{{bugfix|Due to reflectors no longer cause the user to [[stun]] when they break, the [[Soul Breaker]] glitch is no longer possible to perform.}}
*{{nerf|[[Disable]] has increased start-up (frame 15 → 16) and ending lag (frame 40 → 48). Additionally, it no longer affects a [[stun]]ned opponent, instead of weakly launching them. Lastly, it now weakly launches an aerial opponent, instead of [[tumbling]] them.}}
**{{bugfix|Mewtwo now stops falling when trapping an opponent, preventing opponents from being pulled trough thin, hard platforms.}}
*{{buff|Disable's [[stun]] effect has a longer duration.}}
**{{change|Mewtwo is now silent when using Confusion.}}
*{{change|Disable's animation and visual effects have slightly changed. Mewtwo now slightly tilts its head, instead of looking straight ahead. Its eyes also now turn green, instead of yellow.}}
*[[Teleport]]:
*{{change|Mewtwo now has a [[Final Smash]], [[Psystrike]]. Mewtwo undergoes {{s|bulbapedia|Mega Evolution}} to become Mega Mewtwo Y and then immediately uses [[bulbapedia:Psystrike (move)|Psystrike]], its {{s|bulbapedia|signature move}} in the ''Pokémon'' games. Psystrike is a powerful sphere of psychic energy that can pass through walls and will powerfully launch any opponents it hits.}}
**{{change|Teleport grants a small amount of forward and/or backward momentum, but it plays out its momentum-based ending lag even if Mewtwo reappears on the ground. This slightly improves its recovery potential, but makes it slightly more punishable.}}
**{{change|Teleport has slightly increased start-up lag. This slightly improves its maneuverability, but makes it slightly more punishable.}}
**{{nerf|Teleport has decreased intangibility frames (frames 8-17 → 9-17).}}
*[[Disable]]:
**{{nerf|Disable has increased start-up (frame 15 → 16) and ending lag (FAF 40 → 48). Additionally, it no longer affects a [[stun]]ned opponent, instead of weakly launching them. Lastly, it now weakly launches an aerial opponent, instead of [[tumbling]] them.}}
**{{buff|Disable's [[stun]] effect has a longer duration.}}
**{{buff|Disable has an altered animation; Mewtwo assumes a lower stance before shooting out the flash from its eyes. This lowers its eye level and allows the move to hit opponents below it.}}
**{{change|Disable's animation and visual effects have slightly changed. Mewtwo now slightly tilts its head, instead of looking straight ahead. Its eyes also now turn green, instead of yellow.}}
**{{change|Mewtwo is now silent when using Disable.}}
*[[Psystrike]]:
**{{change|Mewtwo now has a [[Final Smash]], [[Psystrike]]. Mewtwo undergoes {{s|bulbapedia|Mega Evolution}} to become Mega Mewtwo Y and then immediately uses [[bulbapedia:Psystrike (move)|Psystrike]], its {{s|bulbapedia|signature move}} in the ''Pokémon'' games. Psystrike is a powerful sphere of psychic energy that can pass through walls and will powerfully launch any opponents it hits.}}


==Update history==
==Update history==
Mewtwo has been buffed significantly via game updates. Some of its attacks have had their damage outputs increased, their lag decreased, and their hitboxes' sizes and durations increased, all of which improve its offense. Additionally, update 1.1.3 made Mewtwo considerably faster by increasing its walking and dashing speeds, which grant it a much more consistent offensive presence alongside its typically defensive presence. Mewtwo's dashing speed was increased even further in update 1.1.5, now being slightly faster than {{SSB4|Sheik}}'s. Said update also slightly increased Mewtwo's weight, which slightly improved its endurance.
Mewtwo has been buffed significantly thanks to game updates. Some of its attacks have had their damage outputs increased, their lag decreased, and their hitboxes' sizes and durations increased, all of which improve its offense. Additionally, update 1.1.3 made Mewtwo considerably faster by increasing its walking and dashing speeds, which grant it a much more consistent offensive presence alongside its typically defensive presence. Mewtwo's dashing speed was increased even further in update 1.1.5, now being slightly faster than {{SSB4|Sheik}}'s. Said update also slightly increased Mewtwo's light weight, which slightly improved its endurance.


Mewtwo also slightly benefits from the changes to shield mechanics brought about by updates [[1.1.0]] and [[1.1.1]]: the universal increase to [[shieldstun]] allows Shadow Ball, some of its sweetspotted attacks and [[Confusion]]-reflected projectiles (such as [[Timber]]'s tree, a fully charged [[Charge Shot]] or a fully charged Shadow Ball) to heavily damage a shield. Due to these aforementioned changes, Mewtwo is considered much more viable than it was upon its return to the series.
Mewtwo also slightly benefits from the changes to shield mechanics brought about by updates [[1.1.0]] and [[1.1.1]]: the universal increase to [[shieldstun]] allows Shadow Ball, some of its sweetspotted attacks and [[Confusion]]-reflected projectiles (such as [[Timber]]'s tree, a fully charged [[Charge Shot]] or a fully charged Shadow Ball) to heavily damage a shield. Due to these aforementioned changes, Mewtwo is considered much more viable than it was upon its return to the series.
'''{{GameIcon|ssb4}} 1.0.7'''
*{{bugfix|Fixed a major issue that causes the game to erroneously interpret Global Smash Power as invalid data and prevents it to connect to the internet after being played in the following game modes: Classic, All-Star, Stadium, Trophy Rush, and 3DS exclusive mode Smash Run.}}
*{{bugfix|The glitch that allowed access to Mewtwo's broken custom moves has been fixed.}}


'''{{GameIcon|ssb4}} [[1.0.8]]'''
'''{{GameIcon|ssb4}} [[1.0.8]]'''
*{{nerf|Up smash's first hit has a smaller hitbox (6.2u 3u).}}
*{{nerf|Up smash's first hitbox's size decreased|6.2u|3u.}}
*{{buff|Neutral aerial has less landing lag (19 frames 16).}}
*{{buff|Neutral aerial's landing lag decreased|19 frames|16.}}


'''{{GameIcon|ssb4}} [[1.1.0]]'''
'''{{GameIcon|ssb4}} [[1.1.0]]'''
*{{buff|Air dodge's animation slightly changed. If Mewtwo air dodges while holding an [[item]], the item will disappear as well, improving its mindgame potential. However, this can be mitigated if Mewtwo's name tag is visible, or {{GameIcon|ssb4-3ds}}while the bottom screen's marker is placed on it.}}
*{{buff|Air dodge's animation slightly changed. If Mewtwo air dodges while holding an [[item]], the item will disappear as well. This enables Mewtwo to avoid giving away its location, improving its safety. However, this can be mitigated if its name tag is visible or {{GameIcon|ssb4-3ds}}when the bottom screen's marker is placed on it.}}
*{{nerf|Up angled forward tilt has a shorter duration (frames 10-12 → 10-11), now matching the other angles.}}
*{{buff|Down smash's knockback scaling increased|112|118, improving its KO potential.}}
*{{buff|Down smash has more knockback scaling (112 118), improving its KO potential.}}
*{{buff|Forward throw deals 2.5% more damage|10.5%|13%.}}
*{{buff|Forward throw deals 2.5% more damage (1.5% (Shadow balls)/10.5% (total) → 2%/13%).}}


'''{{GameIcon|ssb4}} [[1.1.3]]'''
'''{{GameIcon|ssb4}} [[1.1.3]]'''
Line 243: Line 181:
==Moveset==
==Moveset==
*Mewtwo can [[wall jump]].
*Mewtwo can [[wall jump]].
''For a gallery of Mewtwo's hitboxes, see [[/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSB4
|game=SSB4
|nocustoms=y
|neutralcount=1
|neutralcount=1
|neutralinf=y
|neutralinf=y
Line 255: Line 191:
|ftiltname=&nbsp;
|ftiltname=&nbsp;
|ftiltdmg=10% (near), 9% (mid), 8% (far)
|ftiltdmg=10% (near), 9% (mid), 8% (far)
|ftiltdesc=Swings its tail forward. It is Mewtwo's strongest tilt attack, has good range and can be angled, all of which make it useful for spacing beginning at 40%. It can also be a situational, albeit rather unsuitable KO option at around 140% near the edge against middleweights.
|ftiltdesc=Swings its tail forward. It is Mewtwo's strongest tilt attack, has good range, and can be angled, all of which make it useful for spacing beginning at 40%. However, its low base knockback makes it unsuitable for KOing in spite of its near hitbox's decent damage output.
|utiltname=&nbsp;
|utiltname=&nbsp;
|utiltdmg=6% (nearest), 5% (near), 4% (far), 3% (farthest), 4.5% (farthest hitbox to opponents in front of Mewtwo)
|utiltdmg=6% (nearest), 5% (near), 4% (far), 3% (farthest), 4.5% (farthest hitbox to opponents in front of Mewtwo)
Line 261: Line 197:
|dtiltname=&nbsp;
|dtiltname=&nbsp;
|dtiltdmg=5% (near), 4.5% (mid), 4% (far)
|dtiltdmg=5% (near), 4.5% (mid), 4% (far)
|dtiltdesc=Crouches and spins around to swing its tail in front of itself. Due to it hitting on frame 6 and having very low ending lag, it is Mewtwo's fastest tilt, which allows it to function as a good [[out of shield]] option. It is also Mewtwo's best combo starter and, like up tilt, has hitboxes that launch at different angles. As a result, it can combo into up tilt, a dashing up smash, neutral aerial, forward aerial, and up aerial.
|dtiltdesc=Crouches and spins around to swing its tail in front of itself. Due to it hitting on frame 6, it is Mewtwo's fastest tilt, which allows it to function as a good [[out of shield]] option. It is also Mewtwo's best combo starter and, like up tilt, has hitboxes that launch at different angles. As a result, it can combo into up tilt, a dashing up smash, neutral aerial, forward aerial, and up aerial.
|dashname=&nbsp;
|dashname=&nbsp;
|dashdmg=10% (clean sweetspot), 9% (clean sourspot), 6% (late sweetspot), 4% (late sourspot)
|dashdmg=10% (clean sweetspot), 9% (clean sourspot), 6% (late sweetspot), 4% (late sourspot)
Line 270: Line 206:
|usmashname=&nbsp;
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSB4|1}} (hits 1-6), {{ChargedSmashDmgSSB4|10}} (hit 7)
|usmashdmg={{ChargedSmashDmgSSB4|1}} (hits 1-6), {{ChargedSmashDmgSSB4|10}} (hit 7)
|usmashdesc=Thrusts its arm upward to emit a swirling blast of dark energy. Due to it hitting on frame 9, it is quite fast for a smash attack, and has the lowest amount of start-up lag out of Mewtwo's smash attacks. It hits multiple times, which makes it a useful anti-air attack. However, its 33 frames of ending lag is the highest amount of out Mewtwo's smashes, which in turn makes it punishable. It can also miss small opponents, or opponents with very low crouches. Its last hit KOs aerial middleweights at 104% from anywhere on Final Destination in the ''3DS'' version, and at 96% in the ''Wii U'' version.
|usmashdesc=Thrusts its arm upward to emit a swirling, galaxy-shaped blast of dark energy. Due to it hitting on frame 9, it is quite fast for a smash attack, and has the lowest amount of start-up lag out of Mewtwo's smash attacks. It hits multiple times, which makes it a useful anti-air attack. However, its 33 frames of ending lag is the highest amount of out Mewtwo's smashes, which in turn makes it punishable. It can also miss small opponents, or opponents with very low crouches. Its last hit KOs aerial middleweights at 104% from anywhere on Final Destination in the ''3DS'' version, and at 96% in the ''Wii U'' version.
|dsmashname=&nbsp;
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSB4|15}}
|dsmashdmg={{ChargedSmashDmgSSB4|15}}
|dsmashdesc=Extends its arm at a diagonal angle toward the ground to emit a blast of dark energy from its fingertip. It is one of the few down smashes that does not hit on both sides, but it is powerful nonetheless, and has the highest knockback scaling out of Mewtwo's entire moveset. It has 22 frames of ending lag, which is the lowest amount out of its smash attacks, and can be interrupted rather early. As its power grants it safety against shields, it is useful for hard punishes and can be spammed rather safely. Due to it hitting on frame 21, however, it has the highest amount of start-up lag out of Mewtwo's smashes. It KOs middleweights at 103% while near the edge of Final Destination in the ''3DS'' version, and at 93% in the ''Wii U'' version.
|dsmashdesc=Extends its arm at a diagonal angle to emit a blast of dark energy from its fingertip. It is one of the few down smashes that does not hit on both sides, but it is powerful nonetheless, and has the highest knockback scaling out of Mewtwo's entire moveset. It has 22 frames of ending lag, which is the lowest amount out of its smash attacks. Due to it hitting on frame 21, however, it has the highest amount of start-up lag out of Mewtwo's smashes. It KOs middleweights at 103% while near the edge of Final Destination in the ''3DS'' version, and at 93% in the ''Wii U'' version.
|nairname=&nbsp;
|nairname=&nbsp;
|nairdmg=1% (hits 1-8), 4% (hit 9)
|nairdmg=1% (hits 1-8), 4% (hit 9)
Line 289: Line 225:
|dairdmg=14% (grounded opponents, aerial sourspot), 15% (aerial sweetspot)
|dairdmg=14% (grounded opponents, aerial sourspot), 15% (aerial sweetspot)
|dairdesc=Backflips to perform a dark energy-infused stomp. It is Mewtwo's most damaging aerial attack. When coupled with its high knockback scaling, it is strong enough to KO grounded middleweights at 135% from anywhere on Final Destination in the ''3DS'' version, and at 126% in the ''Wii U'' version. It is also a powerful [[meteor smash]] when sweetspotted in the air. Due to it hitting on frame 15, however, it has the highest amount of start-up lag out of Mewtwo's aerials. Despite its aforementioned dark energy visuals appearing right where Mewtwo stomps, it does not have a darkness effect.
|dairdesc=Backflips to perform a dark energy-infused stomp. It is Mewtwo's most damaging aerial attack. When coupled with its high knockback scaling, it is strong enough to KO grounded middleweights at 135% from anywhere on Final Destination in the ''3DS'' version, and at 126% in the ''Wii U'' version. It is also a powerful [[meteor smash]] when sweetspotted in the air. Due to it hitting on frame 15, however, it has the highest amount of start-up lag out of Mewtwo's aerials. Despite its aforementioned dark energy visuals appearing right where Mewtwo stomps, it does not have a darkness effect.
|grabname=&nbsp;
|grabname=&nbsp;  
|grabdesc=Telekinetically holds an opponent. Mewtwo's overall grab range is average.
|grabdesc=Telekinetically holds an opponent. Mewtwo's overall grab range is average.
|pummelname=&nbsp;
|pummelname=&nbsp;
Line 308: Line 244:
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
|floorfdesc=Telekinetically spins around to swing its tail before getting up.
|floorfdesc=Telekinetically spins around to swing its tail.
|floorbname=&nbsp;
|floorbname=&nbsp;
|floorbdmg=7%
|floorbdmg=7%
|floorbdesc=Telekinetically spins around to swing its tail before getting up.
|floorbdesc=Telekinetically spins around to swing its tail.
|floortname=&nbsp;
|floortname=&nbsp;
|floortdmg=5%
|floortdmg=5%
|floortdesc=Performs a dark energy-infused swipe behind itself and then in front of itself while getting up.
|floortdesc=Performs a dark energy-infused swipe behind itself and then in front of itself.
|edgename=&nbsp;
|edgename=&nbsp;
|edgedmg=7%
|edgedmg=7%
|edgedesc=Swings its tail in front of itself while climbing up.
|edgedesc=Swings its tail in front of itself while climbing up.
|nsname=Shadow Ball
|nsdefname=Shadow Ball
|nsdmg=2.5% (uncharged), 25% (fully charged)
|nsdefdmg=2.5% (uncharged), 25% (fully charged)
|nsdesc=Cups its hands to its side and [[bulbapedia:Shadow Ball (move)|creates a large, blackish violet sphere of dark energy]] between its hands, then thrusts its hands forward to launch the sphere. It can be fired immediately, which, when coupled with its erratic movement pattern, allows it to function as a pressuring option like [[Fireball]]. Conversely, it can be [[charge-cancel]]ed. While its charging time is quite long, a fully charged Shadow Ball is a viable KOing option, as it KOs middleweights at 91% while near the edge of Final Destination in the ''3DS'' version, and at 82% in the ''Wii U'' version. A fully charged Shadow Ball also deals considerable [[shield damage]] and possesses [[transcendent priority]], though it cannot break one with full health and can still cancel out certain projectiles. A fully charged Shadow Ball also deals recoil upon being fired; as a result, using it in midair will moderately propel Mewtwo backward, which can help or hinder its recovery.
|nsdefdesc=Cups its hands to its side and [[bulbapedia:Shadow Ball (move)|creates a large, blackish violet sphere of dark energy]] between its hands, then thrusts its hands forward to launch the sphere. It can be fired immediately, which, when coupled with its erratic movement pattern, allows it to function as a pressuring option like [[Fireball]]. Conversely, it can be [[charge-cancel]]ed. While its charging time is quite long, a fully charged Shadow Ball is a viable KOing option, as it KOs middleweights at 91% while near the edge of Final Destination in the ''3DS'' version, and at 82% in the ''Wii U'' version. A fully charged Shadow Ball also deals considerable [[shield damage]] and possesses [[transcendent priority]], though it cannot break one with full health and can still cancel out certain projectiles. A fully charged Shadow Ball also deals recoil upon being fired; as a result, using it in midair will moderately propel Mewtwo backward, which can help or hinder its recovery.
|ssname=Confusion
|nsc1name=N/A
|ssdmg=1.15% (hits 1-7), 1% (throw), 1.4× (reflected projectiles)
|nsc1dmg=
|ssdesc=Swipes forward to [[bulbapedia:Confusion (move)|emit a ripple of psychic energy]] from its hand. It has impressive utility, thanks to it functioning as a [[reflector]], a [[Grab#Special attacks as grabs|command grab]], and even a recovery option. As a grab, the ripple spins opponents around and leaves them [[tumbling]] downward, dropping them in front of Mewtwo and allows it to follow-up with other attacks. As a recovery option, its first use in midair gives Mewtwo a slight vertical boost.
|nsc1desc=
|usname=Teleport
|nsc2name=N/A
|usdmg=—
|nsc2dmg=
|usdesc=[[bulbapedia:Teleport (move)|Teleports]] to a different location. It is completely invulnerable during the move. It has less ending lag if Mewtwo Teleports directly back onto the ground, and it grants Mewtwo some horizontal momentum if ended in midair.
|nsc2desc=
|dsname=Disable
|ssdefname=Confusion
|dsdmg=1%
|ssdefdmg=≈9.0495% (throw), 1.4× (reflected projectiles)
|dsdesc=Kneels on one knee and [[bulbapedia:Disable (move)|emits a minuscule spark of psychic energy]] from its eyes toward the opponent, [[stun]]ning them. It only works if the opponent is facing Mewtwo and making eye contact with it. If the opponent is in the air, they are slightly launched backward with set knockback, instead of being stunned. Useful at high percentages to guarantee a KO, but difficult to land. Due to being a projectile, Disable can also be reflected.
|ssdefdesc=Swipes forward to [[bulbapedia:Confusion (move)|emit a ripple of psychic energy]] from its hand. It has impressive utility, thanks to it functioning as a [[reflector]], a [[Grab#Special attacks as grabs|command grab]], and even a recovery option. As a grab, the ripple spins opponents around and leaves them [[tumbling]] downward, dropping them in front of Mewtwo and allows it to follow-up with other attacks. As a recovery option, its first use in midair gives Mewtwo a slight vertical boost.
|ssc1name=N/A
|ssc1dmg=
|ssc1desc=
|ssc2name=N/A
|ssc2dmg=
|ssc2desc=
|usdefname=Teleport
|usdefdmg=—
|usdefdesc=[[bulbapedia:Teleport (move)|Teleports]] to a different location. It is completely invulnerable during the move. It has less ending lag if Mewtwo Teleports directly back onto the ground, and it grants Mewtwo some horizontal momentum if ended in midair.
|usc1name=N/A
|usc1dmg=
|usc1desc=
|usc2name=N/A
|usc2dmg=
|usc2desc=
|dsdefname=Disable
|dsdefdmg=1%
|dsdefdesc=Kneels on one knee and [[bulbapedia:Disable (move)|emits a minuscule spark of psychic energy]] from its eyes toward the opponent, [[stun]]ning them. It only works if the opponent is facing Mewtwo and making eye contact with it. If the opponent is in the air, they are slightly launched backward with set knockback, instead of being stunned. Useful at high percentages to guarantee a KO, but difficult to land. Due to being a projectile, Disable can also be reflected.
|dsc1name=N/A
|dsc1dmg=
|dsc1desc=
|dsc2name=N/A
|dsc2dmg=
|dsc2desc=
|fsname=Psystrike
|fsname=Psystrike
|fsdmg=30%
|fsdmg=30%
|fsdesc=[[bulbapedia:Mega Evolution|Mega Evolves]] into Mega Mewtwo Y and performs [[bulbapedia:Psystrike (move)|Psystrike]], its {{s|bulbapedia|signature move}} in the ''Pokémon'' games. Psystrike is a powerful sphere of psychic energy that plows through both opponents and walls, and any opponent caught will be stunned before being launched by an intense, mind-shattering blow. It KOs middleweights at 38% while near the edge of Final Destination in the ''3DS'' version.
|fsdesc=[[bulbapedia:Mega Evolution|Mega Evolves]] into Mega Mewtwo Y and performs [[bulbapedia:Psystrike (move)|Psystrike]], its {{s|bulbapedia|signature move}} in the ''Pokémon'' games. Psystrike is a powerful sphere of psychic energy that plows through both opponents and walls, and any opponent caught will be stunned before being launched by an intense, mind-shattering blow. It KOs middleweights at 38% while near the edge of Final Destination in the ''3DS'' version.
}}
}}
===Stats===
{{Attributes
|cast = 58
|weight = 74
|rweight = 57
|dash = 1.4
|rdash = 42-46
|run = 2.05
|rrun = 7
|walk = 1.2
|rwalk = 15-16
|trac = 0.04
|rtrac = 56-57
|airfric = 0.016
|rairfric = 5
|air = 1.25
|rair = 3
|baseaccel = 0.02
|rbaseaccel = 8-9
|addaccel = 0.05
|raddaccel = 39-44
|gravity = 0.082
|rgravity = 38
|fall = 1.5
|rfall = 31-35
|ff = 2.4
|rff = 30-34
|jumpsquat = 5
|rjumpsquat = 14-41
|jumpheight = 31.110001
|rjumpheight = 42
|shorthop = 17.5
|rshorthop = 14
|djump = 58.542999
|rdjump = 1
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Mewtwo English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
Line 387: Line 304:
{{Taunt/SSB4
{{Taunt/SSB4
|char=Mewtwo
|char=Mewtwo
|desc-up=Closes its eyes and folds its arms as it telekinetically spins around on the spot while laughing ominously. Resembles the animation Mewtwo performs while using a physical move in the ''Pokémon Stadium'' games.
|desc-up=Closes its eyes and folds its arms as it telekinetically spins around on the spot while laughing ominously.
|desc-side=Surrounds itself in a flame-like aura of dark energy, similarly to {{SSB4|Lucario}}'s up taunt.
|desc-side=Surrounds itself in a flame-like aura of dark energy, similarly to {{SSB4|Lucario}}'s up taunt.
|desc-down=Mewtwo's eyes shine briefly before it turns to face the screen. While facing the screen, it thrusts its arm forward to emit a small spark of dark energy.}}
|desc-down=Mewtwo's eyes shine briefly before it turns to face screen. While facing the screen, it thrusts its arm forward to emit a small spark of dark energy.}}


===[[Idle pose]]s===
===[[Idle pose]]s===
Line 417: Line 334:


==In [[competitive play]]==
==In [[competitive play]]==
===Most historically significant players===
===Notable players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of them placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->
====Active====
*{{Sm|Abadango|Japan}} - One of the best Mewtwo players in the world. Placed 1st at [[Pound 2016]], 4th at [[CEO 2016]], 5th at [[EVO 2016]], 1st at [[Clutch City Clash]], 7th at [[Super Smash Con 2016]], 2nd at [[UGC Smash Open]], and 5th at [[GENESIS 4]]. Ranked 10th on both the [[Panda Global Rankings|Panda Global Rankings v3]] and 3rd on the current [[JAPAN Power Rankings]].
*{{Sm|Blue|USA}} - Placed 13th at [[KTAR XVII]], 17th at [[Shots Fired 2]], and 9th at [[Collision XIV]]. Ranked 9th on the [[New Jersey Power Rankings]].
*{{Sm|Compact|Japan}} - Placed 5th at [[Sumabato 18]] and 9th at [[Sumabato 16]]. Has wins on {{Sm|Earth}}, {{Sm|ikep}}, and {{Sm|Ke-ya}}.
*{{Sm|Deathorse|Canada}} - Placed 7th at [[Canada Cup 2016]], 13th at [[Frostbite 2017]], and 17th at [[Glitch 3]]. Ranked 2nd on the [https://smash.gg/rankings/smash4/series/ottawa-1 Ottawa Power Rankings].
*{{Sm|Dinamirer|Italy}} - Ranked 2nd on the [[Italian Power Rankings]].
*{{Sm|Ginko|Japan}} - Placed 3rd at [[Hyper Sumabato]], 4th at [[KSB 2016]], and 13th at [[KSB 2017]].
*{{Sm|Hitaku|USA}}
*{{Sm|KillerJawz|United Kingdom}} - Placed 5th at [[B.E.A.S.T 7]].
*{{Sm|MatchaN.|Japan}} - Placed 7th at [[Umebura 30]] and 13th at [[Sumabato 20]]. Has wins over {{Sm|Tsu-}}, {{Sm|Eim}}, and {{Sm|Mangalitza♀}}.
*{{Sm|Mew²|USA}}<!--Please do not change Mew²'s flag to Brazil unless you have proof that he is not an official U.S. resident. Flags should always represent the country they currently reside in (with a few exceptions, as ZeRo is currently not an official U.S. resident).--> - Ranked 12th on the [https://smash.gg/rankings/smash4/series/dallas-fort-worth/july-september-2016 Dallas Forth Worth Power Rankings]. He has a double elimination win over {{Sm|Mew2King}} at Super Bit Wars 4. 
*{{Sm|MagiMagi|United Kingdom}} - Ranked 1st on the [https://twitter.com/KuraiKazeCoLaw/status/831868416063631360/photo/1 Ireland Power Rankings] and finished 3rd at Albion 2, the United Kingdom's biggest Smash 4 tournament of all time.
*{{Sm|Oasis|Argentina}} - The best Mewtwo in Argentina. Placed 2nd at [[Anime Legend 2016]] and [[Up Air 4]], 3rd at [[Tecnobar 6]] and [[Frame Perfect Arg]].
*{{Sm|Rich Brown|USA}} - Placed 25th at CEO 2016, 17th at EVO 2016, 2nd at [[Syndicate 2016]], 7th at [[2GGT: Abadango Saga]], and 25th at [[The Big House 6]]. Ranked 3rd on the [[SoCal Power Rankings]].
*{{Sm|WaDi|USA}} - One of the best Mewtwo players in the world. Placed 5th at [[Super Smash Con 2017]], 9th at [[Shine 2017]], 5th at [[2GGC: MkLeo Saga]], and 1st at [[Glitch 3]]. Ranked 1st on the [[MD/VA Power Rankings]]. Became the first Mewtwo player to take a set off ZeRo.
*{{Sm|Zoan|USA}} - Placed 13th at [[KTAR XX]] and [[Royal Flush (tournament)]].


''See also: [[:Category:Mewtwo players (SSB4)]]''
====Inactive====
*{{Sm|9B|Japan}}
*{{Sm|Trela|USA}}


*{{Sm|Abadango|Japan}} - The best Mewtwo player of all time, primarily playing the character in 2016 and 2017 and as a co-main alongside {{SSB4|Bayonetta}} from 2017 onward, as well as one of the best Japanese players of all time, ranking 13th on the [[PGR 100]]. He is the only Mewtwo player to win a major, doing so at {{Trn|Pound 2016}}.
===Tier placement and history===
*{{Sm|MagiMagi|UK}} - The best Mewtwo player in Europe best known for his run to 9th at {{Trn|Super Smash Con 2018}} defeating {{Sm|CaptainZack}}, {{Sm|ANTi}}, and {{Sm|Eon}}. He also has wins over many of Europe's best players, including defeating {{Sm|Glutonny}} to place 2nd at {{Trn|Ys}} and defeating {{Sm|S1}} and {{Sm|IxisNaugus}} twice to place 3rd at {{Trn|Albion 2}}.
Mewtwo's return to the series was initially met positively, as players had soon noticed its increased mobility, power and range, which in turn led to it being perceived as a mid-tier character. However, players also lamented the nerfs to Mewtwo's already poor endurance. When coupled with other issues that became more prominent over the time, players gradually started to agree that Mewtwo's improved offense was not sufficient enough to compensate. While these drawbacks saw Mewtwo's perception plummet, some players insisted that Mewtwo was underrated and that critics were too focused on its frailty to see its positive traits. As time went on, Mewtwo received buffs via game updates, most notably to its mobility and aerials. These improvements led it to be ranked 37th on the first tier list, placing it in the F tier and, like in ''Melee'', establishing it as a low-tier character.  
*{{Sm|Rich Brown|USA}} - First known for defeating {{Sm|Dabuz}} to place 13th at {{Trn|Paragon Los Angeles 2015}} and became the second-best Mewtwo player in North America in 2016 and 2017, with results such as 3rd at {{Trn|Little Big House 2}} defeating {{Sm|Nairo}} and {{Sm|Kameme}}; 5th at {{Trn|2GGT: Abadango Saga}} defeating {{Sm|CaptainZack}}; and 17th at {{Trn|Super Smash Con 2016}} defeating {{Sm|Abadango}}. His activity and results nationally declined in 2018, but he was still ultimately ranked 52nd on the [[PGR 100]].
*{{Sm|SDX|USA}} - The second-best Mewtwo player in North America in 2018, making his mark on the competitive scene in the tail end of competitive ''Smash 4'' with performances such as placing 5th at {{Trn|The Big House 8}} defeating {{Sm|Elegant}} and {{Sm|Mistake}}, 7th at {{Trn|2GG: Hyrule Saga}} defeating {{Sm|Light|p=Connecticut}} and {{Sm|Kameme}}, and 9th at {{Trn|Get On My Level 2018}} defeating {{Sm|Ally}} and {{Sm|WaDi}}. Despite his relatively-late debut on the national scene, he was ranked 45th on the [[PGR 100]].
*{{Sm|WaDi|USA}} - The second-best Mewtwo player of all-time and the highest-ranking solo-Mewtwo player on the [[PGR 100]], ranking 26th. Alongside wins over many of the game's best players, he has placed top 8 at many majors, including placing 2nd at {{Trn|EGLX 2018}}, 5th at both {{Trn|Super Smash Con 2017}} and {{Trn|2GGC: MkLeo Saga}}, and 7th at {{Trn|2GGT: Abadango Saga}}.


===Tier placement and history===
After Mewtwo's dashing speed was further increased in update 1.1.5, players such as {{Sm|Abadango}}, {{Sm|Rich Brown}}, and {{Sm|WaDi}} began placing higher with it in tournaments, and showed that its powerful offensive potential now outweighed its defensive shortcomings. This resulted in a drastic improvement in Mewtwo's perception within the community, which was reflected in it being ranked 10th on the second tier list. This new ranking was notable for not only reassessing it as a top-tier character but for also being the largest tier rise between the first and second tier lists. Mewtwo's continued success led to it being ranked 9th on the third and current tier list, which reaffirmed its status as a top-tier character.  
Mewtwo's return to the series was initially met positively, as players had soon noticed its increased mobility, power and range, which in turn led to it being perceived as a mid-tier character. However, players also lamented the nerfs to Mewtwo's already poor endurance. When coupled with other issues that became more prominent over the time, players gradually started to agree that Mewtwo's improved offense was not sufficient enough to compensate, in a case similar to Ike. While these drawbacks saw Mewtwo's perception plummet, some players insisted that Mewtwo was underrated and that critics were too focused on its frailty to see its positive traits. As time went on, Mewtwo received buffs via game updates, most notably to its mobility and aerials. These improvements led it to be ranked 37th on the first tier list, which established it as a low-tier character like in ''Melee''.
 
Despite {{Sm|WaDi}} achieving some very notable results, including getting 5th at [[Super Smash Con 2017]] and [[2GGC: MkLeo Saga]], Mewtwo's tournament presence has fallen since then, due to people figuring out more of its weaknesses and preventing its results from being as strong as before. This is further compunded by its best player, Abadango, picking up {{SSB4|Bayonetta}} and using her more often. As such, Mewtwo is generally thought to not be as good as it was initially deemed after its buffs, with the general consensus being split on its current placement.
 
==Trophies==
Mewtwo comes with matching character trophies, which are unlocked as usual. However, its alt. trophy will also be automatically granted upon booting up the {{GameIcon|ssb4-u}} version. Its existing non-fighter trophy remains in the game, completely unchanged; both it and the Classic trophy are simply labeled as "Mewtwo" in-game.
 
:'''Mewtwo'''
::{{flag|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!''
 
::{{flag|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!''
 
{{Trophy games|console1=GB|game1=Pokémon Red and Pokémon Blue (09/1998)|console2=3DS|game2=Pokémon X and Pokémon Y (10/2013)}}


After Mewtwo's dashing speed was further increased in update 1.1.5, players such as {{Sm|Abadango}}, {{Sm|Rich Brown}} and {{Sm|WaDi}} began placing higher with it in tournaments, and showed that its powerful offensive potential now outweighed its defensive shortcomings. This resulted in a drastic improvement in Mewtwo's perception within the community, which was reflected in it being ranked 10th on the second tier list. This new ranking was notable for not only reassessing it as a top-tier character but for also being the largest tier rise between the first and second tier lists. Mewtwo's continued success led to it being ranked 9th on the third tier list, which reaffirmed its status as a top-tier character.
:'''Mewtwo (Alt.)'''
::{{flag|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.''


Despite {{Sm|WaDi}} achieving some very notable results, such as placing 5th at [[Super Smash Con 2017]] and [[2GGC: MkLeo Saga]], Mewtwo's tournament presence has slightly waned since then, owing to players becoming more capable of exploiting its weaknesses. This was further compounded by its best player, Abadango, picking up {{SSB4|Bayonetta}} as a co-main and using her more often. Due to its slightly worsened perception and results, Mewtwo has dropped to 10th on the fourth and current tier list. Some smashers, however, like {{Sm|ZeRo}} and {{Sm|ANTi}} believe that it should be ranked slightly higher.
::{{flag|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.''


==[[Trophies]]==
{{Trophy games|console1=GB|game1=Pokémon Red and Pokémon Blue (09/1998)|console2=3DS|game2=Pokémon X and Pokémon Y (10/2013)}}
Mewtwo comes with matching character trophies, which are unlocked as usual. However, its (Alt.) trophy will also be automatically granted upon booting up the {{GameIcon|ssb4-u}} version. Its existing non-fighter trophy remains in the game, completely unchanged; both it and the Classic trophy are simply labeled as "Mewtwo" in-game.


{{Trophy/Fighter
:'''Psystrike'''
|name=Mewtwo
::''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.''
|image-3ds=MewtwoDLCTrophy3DS.png
|image-wiiu=MewtwoDLCTrophyWiiU.png
|mode=Classic
|desc-3ds-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!
|desc-wiiu-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 risk getting in close, it might just be worth it!
|desc-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!
|gamelist-ntsc={{Trophy games|console1=GB|game1=Pokémon Red & Pokémon Blue|release1=09/1998|console2=3DS|game2=Pokémon X & Pokémon Y|release2=10/2013}}
|gamelist-pal={{Trophy games|console1=GB|game1=Pokémon Red/Blue|release1=10/1999|console2=3DS|game2=Pokémon X/Y|release2=10/2013}}
}}
{{clrl}}


{{Trophy/Fighter
:'''Mewtwo''' (non-fighter)
|name=Mewtwo (Alt.)
::''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.''
|image-3ds=MewtwoAltTrophy3DS.png
|image-wiiu=MewtwoAltTrophyWiiU.png
|mode=Alt
|desc-3ds-ntsc=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.
|desc-wiiu-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.
|desc-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.
|gamelist-ntsc={{Trophy games|console1=GB|game1=Pokémon Red & Pokémon Blue|release1=09/1998|console2=3DS|game2=Pokémon X & Pokémon Y|release2=10/2013}}
|gamelist-pal={{Trophy games|console1=GB|game1=Pokémon Red/Blue|release1=10/1999|console2=3DS|game2=Pokémon X/Y|release2=10/2013}}
}}
{{clrl}}


{{Trophy/Fighter
{{Trophy games|console1=GB|game1=Pokémon Red and Pokémon Blue (09/1998)|console2=GBA|game2=Pokémon FireRed and Pokémon LeafGreen (09/2004)}}
|name=Psystrike
|image=PsystrikeTrophyWiiU.png
|desc-ntsc=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 the projectile will take a powerful psychic hit to the head.
|desc-pal=Mewtwo's Final Smash starts as it Mega Evolves into Mega Mewtwo Y, then fires a huge psychic projectile that penetrates enemies and obstacles, but doesn't do any damage. It's only afterwards that every foe the projectile hit freezes in place and takes a powerful psychic hit to the head. They can even be frozen mid-jump!
|game=ssb4-wiiu
}}
{{clrl}}


{{Trophy/Fighter
<center>
|name=Mewtwo
<gallery>
|image-3ds=MewtwoTrophy3DS.png
MewtwoTrophy3DS.png|Non-fighter (3DS)
|image-wiiu=MewtwoTrophyWiiU.png
MewtwoTrophyWiiU.png|Non-fighter (Wii U)
|desc-ntsc=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.
MewtwoDLCTrophy3DS.png|Classic (3DS)
|desc-pal=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.
MewtwoAltTrophy3DS.png|Alt. (3DS)
|gamelist-ntsc={{Trophy games|console1=GB|game1=Pokémon Red & Pokémon Blue|release1=09/1998|console2=GBA|game2=Pokémon FireRed & Pokémon LeafGreen|release2=09/2004}}
MewtwoDLCTrophyWiiU.png|Classic (Wii U)
|gamelist-pal={{Trophy games|console1=GB|game1=Pokémon Red/Blue|release1=10/1999|console2=GBA|game2=Pokémon FireRed/LeafGreen|release2=10/2004}}
MewtwoAltTrophyWiiU.png|Alt. (Wii U)
}}
PsystrikeTrophyWiiU.png|Final Smash (Psystrike)
{{clrl}}
</gallery>
</center>


==[[Alternate costume (SSB4)#Mewtwo|Alternate costumes]]==
==[[Alternate costume (SSB4)#Mewtwo|Alternate costumes]]==
{|style="margin:1em auto 1em auto;text-align:center"
{|style="margin:1em auto 1em auto;text-align:center"
|-
|-
|colspan=8|[[File:Mewtwo Palette (SSB4).png]]
|colspan=8|[[Image:Mewtwo Palette (SSB4).png]]
|-
|-
|{{Head|Mewtwo|g=SSB4|s=50px}}
|{{Head|Mewtwo|g=SSB4|s=50px}}
Line 500: Line 417:


==[[List of Super Smash Bros. 4 character trailers#Mewtwo|Trailers]]==
==[[List of Super Smash Bros. 4 character trailers#Mewtwo|Trailers]]==
{{#widget:YouTube|id=P-zJOntZRHo}}
<youtube>P-zJOntZRHo</youtube>


==Gallery==
==Gallery==
Line 508: Line 425:
SSB4 Fighter Introduction Mewtwo.png|Mewtwo's splash art.
SSB4 Fighter Introduction Mewtwo.png|Mewtwo's splash art.
Mewtwo amiibo.png|Mewtwo's [[amiibo]].
Mewtwo amiibo.png|Mewtwo's [[amiibo]].
Mewtwo unlock notice SSB4-Wii U.png|Mewtwo's unlock notice in {{forwiiu}} after downloading it from the [[Nintendo eShop]].
Mewtwo_SSB4_Screen-1.jpg|Using its down taunt.
Mewtwo_SSB4_Screen-1.jpg|Using its down taunt.
Mewtwo_SSB4_Screen-2.jpg|[[Roll]]ing away from {{SSB4|Fox}}'s forward smash.
Mewtwo_SSB4_Screen-2.jpg|[[Roll]]ing away from {{SSB4|Fox}}'s forward smash.
Line 522: Line 438:


==Trivia==
==Trivia==
* During development of the game, an appearance of Mewtwo's {{s|bulbapedia|Mega Evolution}} was reportedly considered by [[Masahiro Sakurai]].<ref>[http://www.nintendoworldreport.com/news/34700 Sakurai Considering Mewtwo for Next Smash Bros. Games]</ref>
*Mewtwo is the second of three ''[[Super Smash Bros. Melee]]'' characters to return to the series after being absent from ''[[Super Smash Bros. Brawl]]'', succeeding {{SSB4|Dr. Mario}} and preceding {{SSB4|Roy}}.
*Mewtwo's artwork for this game resembles its [[bulbapedia:File:150Mewtwo.png|artwork]] for [[bulbapedia:Pok%C3%A9mon FireRed and LeafGreen Versions|''Pokémon FireRed'' and ''LeafGreen Versions'']], although mirrored.
*Mewtwo's pose in its official art for ''[[Super Smash Bros. 4]]'' is nearly identical to its pose in its official art for ''Melee''.
*Mewtwo is the only playable Pokémon in ''Super Smash Bros. 4'' to not readily appear in any capacity in [[bulbapedia:Pokémon Sun and Moon|''Pokémon Sun'' and ''Moon'']]. Instead, it must be transferred over via ''{{s|bulbapedia|Pokémon Bank}}''. [[Charizard]] and [[Greninja]], while unobtainable under normal gameplay conditions, appear as a [[bulbapedia:Poké Ride|Ride Pokémon]] and a member of [[Pokémon Trainer|Red's]] team, and as a {{s|bulbapedia|gift Pokémon}} from [[bulbapedia:Pokémon Sun and Pokémon Moon Special Demo Version|''Pokémon Sun'' and ''Pokémon Moon Special Demo Version'']], respectively.
**However, Mewtwo appears in [[bulbapedia:Pokémon Ultra Sun and Ultra Moon|''Pokémon Ultra Sun'' and ''Ultra Moon'']], and is obtainable in an Ultra Wormhole along with many other Legendary Pokémon.
*Mewtwo is the second of three ''Super Smash Bros. Melee'' characters to return to the series in ''SSB4'' after being absent from ''Super Smash Bros. Brawl'', succeeding {{SSB4|Dr. Mario}} and preceding {{SSB4|Roy}}.
**However, there are scrapped files for all three of these characters in ''Brawl'', suggesting that they were planned to make a reappearance there as well.
*Mewtwo's pose in its official art for ''SSB4'' is nearly identical to its pose in its official art for ''Melee''.
*As possible callbacks to ''Melee'', Mewtwo has only one voice clip for when it is KO'd, and only the Japanese version of ''SSB4'' features its victory quotes consisting of spoken dialogue.
*As possible callbacks to ''Melee'', Mewtwo has only one voice clip for when it is KO'd, and only the Japanese version of ''SSB4'' features its victory quotes consisting of spoken dialogue.
*Mewtwo folds its arms in numerous instances. It does so while using its up tilt, up taunt, or a {{b|Hammer|item}}; during its [[Results screen|defeated]]/[[Results screen#No Contest|No Contest]] and [[screen KO]]'s animations; and when it is [[asleep]], [[teeter]]ing, or [[helpless]].
*Mewtwo folds its arms in numerous instances, such as during its up tilt, up taunt, {{b|Hammer|item}}, [[helpless]], losing/[[Results screen#No Contest|No Contest]], and [[screen KO]]'s animations, while [[asleep]], and while [[teeter]]ing.
*Prior to update 1.0.7, it was possible to access glitched versions of Mewtwo's [[Character customization|custom moves]] via a glitch involving shared {{SSB4|Mii Fighter}}s. Most of these crash the game, with the exception of both variations of [[Confusion]], a non-functional version of [[Disable]] that renders Mewtwo [[helpless]], 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. One of the variations of Mewtwo's glitched custom Confusion is very similar to the [[soul breaker]] glitch. It is speculated that these were unfinished custom moves and that DLC characters were intended to have custom moves. While the glitch was removed by update 1.0.7, it was still possible to view replays containing these special moves prior to update 1.0.8.
*Prior to update 1.0.7, it was possible to access glitched versions of Mewtwo's [[Character customization|custom moves]] via a glitch involving shared {{SSB4|Mii Fighter}}s. Most of these crash the game, with the exception of both variations of [[Confusion]], a non-functional version of [[Disable]] that renders Mewtwo [[helpless]], 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. One of the variations of Mewtwo's glitched custom Confusion is very similar to the [[soul breaker]] glitch. It is speculated that these were unfinished custom moves and that DLC characters were intended to have custom moves. While the glitch was removed by update 1.0.7, it was still possible to view replays containing these special moves prior to update 1.0.8.
*Mewtwo is the only [[veteran]] DLC character with a new voice actor, and the only character in ''SSB4'' to speak only in the Japanese version.
*Mewtwo is the only [[veteran]] DLC character with a new voice actor, and the only character in ''SSB4'' to speak only in the Japanese version.
**It is also one of the four playable characters in ''SSB4'' to speak in Japanese in at least one version of the game but to never speak in English in any version of the game. The other three are {{SSB4|Marth}}, {{SSB4|Roy}} and {{SSB4|Cloud}}.
*Mewtwo is the only DLC character to have been downloadable for free. It is also the only DLC character who does not share [[equipment]] types with any other DLC character.
*Mewtwo is the first DLC character to have been downloadable for free. It is also the only DLC character who does not share [[equipment]] types with any other DLC character.
*As of ''SSB4'', Mewtwo is the only character whose [[falling speed]] has remained unchanged.
*Mewtwo's non-fighter trophy model has very slightly different features from its playable character and fighter trophy's models. It has a slightly smaller head, slightly smaller eyes, a thicker and slightly longer tail, slightly smaller hands, a more vibrant shade of violet for its midsection, tail, and eyes, and its texture has a satin finish instead of a glossy finish. As a result, it resembles [[bulbapedia:Mewtwo (original series)|the Mewtwo from the first ''Pokémon'' movie]], whereas Mewtwo's playable character and fighter trophy's models are virtually identical to its appearance in ''{{s|bulbapedia|Pokédex 3D Pro}}''.
*Mewtwo's non-fighter trophy model has very slightly different features from its playable character and fighter trophy's models. It has a slightly smaller head, slightly smaller eyes, a thicker and slightly longer tail, slightly smaller hands, a more vibrant shade of violet for its midsection, tail, and eyes, and its texture has a satin finish instead of a glossy finish. As a result, it resembles [[bulbapedia:Mewtwo (original series)|the Mewtwo from the first ''Pokémon'' movie]], whereas Mewtwo's playable character and fighter trophy's models are virtually identical to its appearance in ''{{s|bulbapedia|Pokédex 3D Pro}}''.
*Mewtwo and {{SSB4|Lucario}} are the only playable Pokémon in ''SSB4'' who do not emerge from a [[Poké Ball]] as part of their [[on-screen appearance]]s.
*Mewtwo and {{SSB4|Lucario}} are the only playable Pokémon in ''SSB4'' who do not emerge from a [[Poké Ball]] as part of their [[on-screen appearance]]s.
*Although Mewtwo's [[Final Smash]] involves {{s|bulbapedia|Mega Evolution}}, it differs from {{SSB4|Charizard}} and Lucario's in a few distinct ways. Mewtwo's is used for a single attack and renders it both invincible and stationary for its duration, whereas Charizard and Lucario's function as transformations that grant improved offense, mobility, and [[armor]] for their durations. Mewtwo's Final Smash is also referred to by its primary attack's name of [[Psystrike]], instead of simply as "Mega Evolution".
*Although Mewtwo's [[Final Smash]] involves {{s|bulbapedia|Mega Evolution}}, it differs from {{SSB4|Charizard}} and Lucario's in a few distinct ways. Mewtwo's is used for a single attack and renders it both invincible and stationary for its duration, whereas Charizard and Lucario's function as transformations that grant improved offense, mobility, and [[armor]] for their durations. Mewtwo's Final Smash is also referred to by its primary attack's name (Psystrike), instead of simply as "Mega Evolution".
*In Mewtwo's reveal trailer, [[Ness]] is shown stalking Mewtwo while holding a [[Master Ball]]. This is a reference to standard ''Pokémon'' games, where the player character is often young and tasked with catching every Pokémon.
**The Master Ball is many players' choice of {{s|bulbapedia|Poké Ball}} against Legendary Pokémon, such as Mewtwo.
**Additionally, ''EarthBound'' and ''Pokémon'' were both developed by Creatures Inc. (then known as Ape Inc.).
*Despite being a veteran, Mewtwo was referred to as a “new fighter” when it was revealed to be DLC.
**Additionally, while {{SSB4|Lucas}} and {{SSB4|Roy}}'s trophy descriptions directly mention their return, Mewtwo's does not.


==References==
==References==  
{{reflist}}
{{reflist}}


{{SSB4Characters}}
{{SSB4Characters}}
{{Pokémon universe}}
{{Pokémon universe}}
[[Category:Pokémon (SSB4)]]
 
[[Category:Mewtwo (SSB4)| ]]
[[Category:Characters (SSB4)]]
[[Category:Mewtwo (SSB4)]]
[[Category:Downloadable content]]
[[Category:Downloadable content]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Free downloadable content]]
[[Category:Trophies (SSB4-Wii U)]]
[[es:Mewtwo (SSB4)]]

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page:

This page is a member of 1 meta category: