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Mewtwo (PM)

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Mewtwo
in Project M
Artistic rendering of Mewtwo in Project M.
PokemonSymbol.svg
Universe Pokémon
Base game appearance Melee
Moveset inspiration Mewtwo (SSBM)
Alternate costume Armored Mewtwo
MewtwoHeadPM.png

Mewtwo is a playable character in the Brawl mod Project M. It makes a return from Melee with significant buffs. It is one of the two characters which were not originally playable in Brawl, the other being Roy.

Attributes

Artistic rendering of Mewtwo's alternate costume in Project M, resembling an armored Mewtwo from Pokémon The First Movie: Mewtwo Strikes Back.
Mewtwo's alternate costume

As with Melee, Mewtwo is a character that defies most character archetypes in that it is a tall, floaty, slow middleweight with long disjointed range much like Zelda. Its long tail gives it an advantage against most characters in the cast, similarly to other disjointed characters, due to it allowing it to space with ease. It also has good zoning capabilities as a result of its tail attacks and Shadow Ball. It also has many versatile finishers, such as its smash attacks and down aerial. It also has one of the best grab and throw games of the cast, having two chain throws (up and down), two KO throws (up and back), and two combo throws (forward and down). Mewtwo also has one of the best recoveries in the game due to its fast air speed, slow falling speed, float mechanic, high double jump, and all of its specials being useable for recovery. Mewtwo's greatest strength is its combo game, which is contributed to by its reach, float, frame data, low knockback attacks, and Teleport's new function going from Melee to PM, offering for versatile combos that can lead directly into its finishers.

However, despite the numerious buffs it received, Mewtwo still has flaws. Its greatest weakness remains its survivability; even with its heavier weight, it maintains its tall frame and floatiness, and when combined with the harsher environment, makes it easy to combo and KO Mewtwo vertically, more so than the slightly floatier Samus as a result of her extra weight. It also may have trouble KOing outside of combos, despite having many K.O options, due to its finishers generally being slow or having poor range. Mewtwo also has an extremely high technical learning curve to use all of its techniques to the fullest, requiring fast reflexes and nimble fingers.

Despite these weaknesses, Mewtwo's strengths and buffs significantly override them, making it among the most dominant characters in PM's metagame. However, after update 3.5 released, Mewtwo was notably nerfed, thus slightly reducing its success, though not enough to significantly harm it.

Changes from Melee to PM

Mewtwo was significantly buffed from Melee to Project M. It has almost twice as much range on its tail attacks, its comboing ability has improved considerably with the addition of the float and Teleport's new properties, its survivability has improved, and all attacks received improvements to either damage, knockback, or range. Confusion and Disable were also massively buffed, however they are still considered situational. While Mewtwo has been nerfed in updates following version 3.0, the nerfs have not severely hurt its tournament results.

Aesthetics

  • Change Animation for dropping through a soft platform now has Mewtwo's body flicker briefly.
  • Change For its on-screen appearance, Mewtwo teleports onto the stage and stretches a hand, emitting its cry from the main Pokémon games, which is also used for its Wii Remote sound when selected.
  • Change Mewtwo's up taunt involves it floating in a sitting pose with closed eyes, similar to how it appeared at Dr. Fuji's lab in Mewtwo Strikes Back. Mewtwo keeps floating as long as the taunt input is held.
  • Change Its side taunt is similar to the on-screen appearance, while down taunt is that from Melee.
  • Change Its spinning victory pose now has it say "愚かな." (Foolish.) which is taken from the Japanese version of Melee.
  • Change It also has a new victory pose, replacing the dark fire one, where it spins in place, floating up, and ultimately disappearing. This pose has the same groan from the original, however.
  • Change Mewtwo's standing pose after losing a match now has it floating while its turned away and looking back, similar to the artwork on the Pokémon selection screen of its appearance in Pokémon Stadium before battling it.

Attributes

  • Change Mewtwo is heavier, now being a semi-middleweight character instead of a lightweight. However, since Mewtwo now exceeds 86 units, it is now vulnerable to Fox's waveshine combos, as it is pushed back by the shine instead of knocked down.
  • Buff Mewtwo's tail is now significantly longer, greatly increasing the reach of any attacks that utilize its tail, such as its tilts. Additionally, only the inner half of the tail has a hurtbox (whereas in Melee the entire tail had a hurtbox), thus giving Mewtwo significant disjointed hitboxes for its tail attacks.
  • Buff Mewtwo can now hover in a similar manner to Peach's float, though unlike Peach, Mewtwo can gain vertical height from its float. However its float duration is shorter (for about a bit more than one second), and using it will cause Mewtwo to lose its midair jump. Hovered aerials have their landing lag removed, though, akin to Peach's float cancel.
  • Buff Sidestep now involves Mewtwo vanishing, akin to its air dodge. It is significantly shorter than its Melee version, allowing Mewtwo to act out of it sooner.
  • Nerf Mewtwo is now vulnerable to the grab release glitch.

Ground Attacks

  • Buff The minimum amount of hits delivered by the second hit of Mewtwo's neutral attack is now just one (as opposed to Melee's eight hits), making the move optionally much shorter, and therefore allowing Mewtwo to effectively follow-up.
  • Buff All tilts have less ending lag.
  • Buff Mewtwo's forward smash has a smaller sourspot, a much larger sweetspot, and the shadow blast is much larger, giving the move about twice the reach. The knockback of the sweetspot is also more powerful.
  • Buff The hits of up smash link better into each other. The final hit is additionally more powerful and deals slightly more damage.
  • Buff Down smash produces a slightly larger shadow blast to slightly improve its reach, and it now has a sweetspot on the inner half of the move that hits more powerfully, while the sourspot has the move's Melee power. Additionally, the latter half of the move has a weak lingering hitbox (instead of having no hitbox) and the attack has much less ending lag (having almost no lag after hitboxes cease).
  • Change Forward tilt's sweetspot is now located at the tip of the tail, while the rest of the attack is weaker. It no longer has a slash effect.
  • Change Sourspot of forward smash possesses a neutral effect, making it more noticeable.

Aerial Attacks

  • Buff Aerials have less landing lag.
  • Buff Neutral aerial connects better and is slightly stronger, increasing its overall utility.
  • Buff Down aerial's hitboxes are more favorably placed and specific spacing is no longer required to avoid landing the sourspot, with the sourspot being smaller and placed higher, while the intermediate and sweetspot hitboxes are larger and make up a larger portion of the move. The attack additionally produces slightly stronger knockback.
  • Buff Forward aerial's hitboxes are more favorably placed, the hitbox being enlarged and moved closer to the tip of Mewtwo's fingers.

Grabs and Throws

  • Buff Forward throw changed to crushing opponent in a Shadow Ball, then throwing them ahead. It has the same angle as the original throw, but racks up damage more reliably (now always dealing a fixed amount of damage), and produces much stronger knockback, now being a potential KO move when used near edges.

Special Attacks

  • Buff Shadow Ball is stronger, and even when uncharged it has stronger knockback than before. It also travels considerably faster.
  • Buff Confusion's effect now sends victims upwards into a tumbling state after spinning them, is safe on hit (in Melee, every character could punish the attack on-hit with a back aerial) and produces a slight wind effect a small distance outside its grab to make it more difficult to punish. It also now acts as a proper reflector, with projectiles reflected by Confusion inflicting damage to the original user, further improving Confusion's utility. It can still pull opponents through platforms (although this is harder than in Melee as a midair jump must be input first) and the rise up can stage spike if the platform is solid.
  • Buff Teleport no longer puts Mewtwo into a helpless state if used before a midair jump, and acting out of it is possible with anything but an air dodge (or another Teleport), making it more useful for recovery mix-ups and combos.
  • Buff Disable has increased reach, now affects enemies from behind, and can no longer be reflected. It also has significantly increased power on midair foes, dealing 9% more damage.
  • Nerf Mewtwo can no longer Teleport downward through soft platforms that it is standing on.
  • Change Disable no longer deals knockback to already-dazed characters, nor does it increase their stun time. It does add slightly more damage, however, and the attack not causing knockback enables Mewtwo to follow up with other, stronger attacks.

Revisions

v3.01

  • Buff Grab release animation sped up to avoid potential grab release combos or re-grabs.
  • Change Up tilt animation cleaned up.
  • Change Model optimized to no longer cause significant lag.

v3.5

  • Nerf Tail is 15% shorter.
  • Buff Infinite jabs deal slightly more damage.
  • Buff Up tilt deals slightly more damage at the body.
    • Change Its trajectory and knockback has been altered.
  • Buff Down tilt has less endlag.
  • Nerf Down smash has more endlag.
  • Nerf Forward aerial has slightly more startup.
  • Nerf Up aerial has slightly more startup and more endlag.
  • Nerf Shadow Ball has become smaller.
    • Nerf It also has more startup.
  • Buff Confusion deals more knockback.
  • Nerf Can no longer act out of teleport if used after second jump.
  • Nerf Can no longer teleport through stage corners.
  • Change Disable can no longer clank with opponent's attacks.

v3.6

  • Change Shadow Ball and its trail received a makeover. This slightly distinct it from Aura Sphere, which was the basis for the move.
  • Change All of Mewtwo's sound and graphical aspects have been carried over from Melee.

Moveset

Up to date as of version 3.6.

Name Damage Description
Neutral attack 6% Extends its right arm, blasting out a bit of shadow energy, and then extends its left arm, shooting out repeated pulses of dark energy.
3% (loop)
Forward tilt 6% (near), 8% (mid), 10% (far) Whips its tail forward with minimal knockback. Good for combos. Can be angled up or down.
Up tilt 9% (nearest), 8% (near), 6% (far), 5% (farthest) Quickly backflips, striking foes with its tail. Causes diagonal knockback, and can juggle at early percentages.
Down tilt 9% (near), 8% (mid), 5% (far) Crouches and sweeps its tail in a across the floor in a semi-circle.
Dash attack 9% (clean), 6% (late) Lunges forwards while releasing shadow energy out of both hands. Deals minimal knockback.
Forward smash 20% (blast), 12% (arms) Thrusts both its hands forward and releases a huge blast of shadow energy from them. Similar to Mario's forward smash, being most powerful the farther away the enemy is. Sweetspot deals both good damage and knockback.
Up smash 1% (hits 1-7), 10% (hit 8) Holds its palm up, releasing a storm of shadow energy that hits multiple times. It's possible to SDI out of the initial hits to avoid the last hit, which deals the most damage and knockback.
Down smash 17% (inner half), 15% (outer half), 7% (late hit) Extends its arm downwards and launches a burst of dark energy from its fingertip near its feet. Has moderate starup and little endlag. The attack only hits the side Mewtwo is facing.
Neutral aerial 1-2% (hits 1-8), 4% (hit 9), 5% (landing) Releases a field of electricity from its body, damaging any opponent in range. The final hit causes stronger knockback and launches opponents.
Forward aerial 14% Swipes its left hand forward, engulfed in shadow energy. Causes strong vertical knockback, but has short range.
Back aerial 13% (body), 11% (tail) Whips its tail behind itself, knocking back opponents at mid-to-high percentages.
Up aerial 10% (clean near), 12% (clean far), 7% (late near), 9% (late mid), 11% (late far) Performs a backflip in midair, striking opponents with its tail. Excellent range and can juggle at lower percentages.
Down aerial 14-16% (clean), 10-12% (late) Performs a backflip and thrusts one foot downwards, meteor smashing the opponent. The sweetspot is Mewtwo's foot, with the sourspot being its underbelly.
Grab Grabs an opponent with psychokinesis. Decent range.
Pummel 3% Zaps the foe with a small jolt of electricity.
Forward throw 1% (hits 1-5), 8% (throw) Crushes its foe by compressing them into a tiny Shadow Ball. It is Mewtwo's only move that has been changed in terms of animation, compared to its old forward throw in Melee, where it fired multiple Shadow Balls at its foe.
Back throw 11% Telekinetically tosses its opponent behind itself. Has good KO potential at high percentage and one of the strongest back throws in the game.
Up throw 12% Uses Psychic to swirl the opponent around its body before launching them upwards. One of the strongest up throws in the game. Can be used to set up combos against fast fallers.
Down throw 5% (hit 1), 6% (throw) Slams the opponent to the ground and whips them with its tail. Mewtwo's fastest throw, the tail will also hit behind Mewtwo after the initial attack.
Floor attack (front) 7% (tail), 5% (sides) Telekinetically gets itself up and spins around, striking opponents with its tail. Anyone who comes in contact with Mewtwo will be electrocuted.
Floor attack (back) 6% (tail), 5% (sides) Telekinetically gets itself up and spins around, striking opponents with its tail. Anyone who comes in contact with Mewtwo will be electrocuted.
Floor attack (trip) 6% (tail), 5% (sides) Telekinetically gets itself up and spins around, striking opponents with its tail. Does not deal electric damage.
Edge attack (fast) 8% (tail), 6% (body) Flips onto the stage, striking opponents with its tail.
Edge attack (slow) 10% Telekinetically walks on the side of the stage, then suddenly jumps on the stage and swipes forward.
Neutral special Shadow Ball 3-25% (shot), 0-1% (charging hits) Mewtwo concentrates shadow energy into a large sphere, which can be canceled partway by pressing either the L or the R button. The attack itself is a powerful projectile that travels in a wavy path, exploding when it comes to contact with a surface (though the explosion doesn't do anything). If used in the air, Mewtwo will recoil backwards a great amount, which can help or hinder its recovery.
Side special Confusion 10% Mewtwo grabs an opponent and telekinetically spins them around in front of itself before releasing them forward. This move is also capable of reflecting projectiles and causing damage to the projectiles' original users. The platform glitch returns in PM as well: using this move on an enemy that is standing on a platform (or thin piece of stage) will pull them through it.
Up special Teleport Mewtwo quickly vanishes and reappears in a different location. Can be directed with the analog stick. Mewtwo can also act out of Teleport almost immediately with anything outside of an air dodge. Teleporting from the ground retains Mewtwo's midair jump while teleporting after a using midair jump is used puts Mewtwo in a helpless state. Mewtwo is completely intangible while teleporting
Down special Disable 1% (grounded foes), 10% (aerial foes) Mewtwo releases a short-range beam from its eyes that briefly stuns the opponent. When used on an airborne opponent, the attack causes more damage as well as horizontal knockback.
Final Smash Psystrike 6%/15% (startup), 3% (hits 1-21), 15% (hit 22) Similar to Lucario's Aura Storm; Mewtwo maniacally laughs and flies above the stage, unleashing a powerful beam of dark energy. The beam is wider and deals more damage, but is slower to angle. If all hits from the beam connect, it will almost always one-hit KO most characters.

In competitive play

Notable players

Active

Inactive

Alternate costumes

Mewtwo's design received a large overhaul from Melee (which was based off its design in Pokémon games for the GameBoy) to Project M (which is based off its design in Pokémon games for the Nintendo DS), and matches the more realistic enviornment of Brawl like other characters.

It retains all of its costumes from Melee, as well gaining a new gray color scheme and alternate costumes based upon its armor set seen in Mewtwo Strikes Back.

Mewtwo's alternate costumes in PM
MewtwoHeadPM.png MewtwoHeadGreenPM.png MewtwoHeadRedPM.png MewtwoHeadBluePM.png MewtwoHeadBlackPM.png MewtwoHeadArmorGoldPM.png MewtwoHeadArmorBlackPM.png
  • Default: Based off Mewtwo's design from Pokémon.
  • Green: The color scheme of a shiny Mewtwo from Pokémon. This costume is the only one to change its eye color, from purple to green.
  • Red: A possible color scheme in Pokémon Stadium if transferred Pokémon are given a nickname.
  • Blue: Another possible color scheme in Pokémon Stadium if transferred Pokémon are given a nickname.
  • Gray: An original "dark" costume.
  • Default (Armor): Based off how it appeared in Mewtwo Strikes Back.
  • Gold (Armor)
  • Black and Red (Armor): Another "dark" costume, inspired by the color scheme of Team Rocket.

On the back of the gray and gold armor color schemes is the inscription "PKMN-150" (which is its National Pokédex number in the games), while the black one instead features the Team Rocket logo.

Trivia

  • At the time of Mewtwo's creation as a character in the mod, it was not possible to convert animations from Melee and import them into Brawl. As a result of having to do them all from scratch, Mewtwo's animations alone took approximately 700 hours to create. Project M Backroom member SiLeNtDo0m credits Haloedhero with the animation work in this forum post.
  • When Kirby copies Mewtwo, he copies Disable rather than Shadow Ball. According to Project M Backroom member Gimpyfish, this is due to the difficulty of programming a new projectile for a pre-existing character.
    • An unreleased Project M build shows though that a proper Shadow Ball ability for Kirby was in development and well under way.
  • Mewtwo's SFX are of a significantly lower quality than Melee, despite an unofficial patch for 3.5 proving that this was unnecessary for the official release.
  • Being a Clone Engine character, there are some slightly odd cases with Mewtwo's voice clips during battle:
    • Prior to the v3.6 Beta, Mewtwo's sound effects replaced Galleom's, resulting in atypical behaviour when fighting him. Its sound effects are now shared with Lucario.
    • Mewtwo's voice is heard when it is in its Metal form. This distinction is shared with Roy.
  • Mewtwo was "leaked" in version 2.6 of Project M, with a screenshot of Mewtwo and Pikachu on Pokémon Stadium 2 being used as a screen texture on said stage. However, it was barely noticed. These were changed to be different pictures after version 3.0.
  • Like Roy, anything that would normally be exclusive to Mewtwo (namely, a codec conversation) reuses that of Mario's.
    • However, Mewtwo's "Congratulations" video uses that of Pokémon Trainer's.
    • Furthermore, clearing Classic mode with Mewtwo grants the player the Mewtwo trophy.
  • When accessing replays in Brawl, Mewtwo shows up as an iconless character under the name "Pokeystatue".
  • Whenever Mewtwo appears while Lucario is in the stage in All-Star mode, its hands will have an aura effect.
  • If one were to delete the custom file used for the announcer calls in Project M and selects Mewtwo in-game, it reveals to use an unused clip for the Fighting Alloy Team.