Mewtwo (ミュウツー, Mewtwo) is a playable character in Super Smash Bros. 4. Initially confirmed during the Super Smash Bros. for Wii U 50-Fact Extravaganza on October 23rd, 2014, Mewtwo was made available to the public on April 28th, 2015. However, players who registered both Super Smash Bros. for Wii U and Super Smash Bros. for Nintendo 3DS on Club Nintendo before March 31st, 2015 would be allowed to download Mewtwo for free on April 15th, 2015. Its appearance in Super Smash Bros. 4 makes it both the first downloadable character in Super Smash Bros. history and the second of three Super Smash Bros. Melee characters that were cut from Super Smash Bros. Brawl to return to the series, succeeding Dr. Mario and preceding Roy.
Instead of retaining Masachika Ichimura as its voice actor, Mewtwo is now voiced by Keiji Fujiwara. However, like in Melee, Mewtwo has fully voiced victory quotes in Japanese that are re-recorded versions of its victory quotes from that game, although they were removed for international versions. Its phrases, as well as the majority of its grunts and other voice clips, are inspired by the ones Ichimura provided for it in Melee.
Mewtwo is currently ranked 10th out of 58 on the tier list, placing it in the A tier and making it the third highest ranking DLC character. This is a vast improvement from its low-tier placement in Melee, where it was ranked 21st out of 26. Mewtwo's moveset has been generally reworked to the point that it is less awkward, with Confusion and Disable in particular now being much more useful than they were in Melee. Its mobility has also considerably improved: its dashing and air speeds are among the fastest in the game, its walking speed is above average, and it is now capable of wall jumping.
However, Mewtwo retains its problematic combination of a tall frame and light weight, with the latter attribute having been significantly lowered since Melee. As a result, it is still vulnerable to combos and juggling, while its already poor survivability is even worse than before. Mewtwo's other issues include some of its attacks becoming slower, while its approach has been weakened due to the removal of wavedashing and moonwalking and the weakening of dash-dancing.
Initially a poorly perceived character upon its release, game updates noticeably improved Mewtwo's perception and viability over time, to the point that it achieved improved tournament results thanks to professionals such as Abadango, Rich Brown, and WaDi. As a result of it consistently achieving high placings in competitive play, Mewtwo's tier status underwent a significant improvement, as it rose 27 spots to become a top-tier character in the current tier list after it was ranked as a low-tier character within the first SSB4 tier list.
Mewtwo possesses a variety of unusual, yet polarizing attributes. It has fast walking, dashing and air speeds, yet has an average falling speed, low traction, slow air acceleration, and average gravity. Despite being tall, it is the second lightest character in the game, being surpassed only by Jigglypuff. As a result of these attributes, landing and approaching safely can be difficult. Unlike other double jumps, Mewtwo's has slow acceleration at its start, which benefits its approach, but further hinders its defense.
Despite having been toned down since Melee, Mewtwo's throws are among the most potent in SSB4, courtesy of their high damage outputs and two of them being viable KOing options. Its forward throw is tied with Ganondorf and max Aura 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 moves. Its back and up throws are among the strongest throws in the game, making them reliable KOing options. While its down throw lacks true combo potential, it has some mindgame potential, due to it launching opponents just out of counterattacking range. However, Mewtwo's overall grab range, especially for a character of its size, and its pummel are only average at best.
Mewtwo's ground game is a mixed bag; while it is generally powerful and sometimes able to take advantage of some of its disjointed hitboxes, all but a few of its ground moves (including down smash) suffer from noticeable ending lag. As a result, its ground moves are risky to use if they are whiffed, shielded, or dodged. Its neutral attack is very useful, as it is easily capable of leading into jab cancels and it can out-prioritize many moves. This enables Mewtwo to better utilize its grab game, quickly initiate combos when followed up by its up or down tilts, or act as a set-up into Disable. Mewtwo's down tilt in particular is a very effective poke with long range, fast start up and low cooldown with combo potential. Mewtwo's up tilt can lead into its aerial moves and potentially itself on many characters even at high percentages if it hits them at the start of the move. Mewtwo's forward tilt has good range and angling capabilities, but it lacks enough knockback to KO at reasonable percentages.
Mewtwo's dash attack, while punishable, still provides respectable range and knockback, and its late hit is still able to hit opponents if they roll away from Mewtwo. Lastly, its smash attacks all have above average strength; its forward smash has the most range, its up smash is the most powerful and fastest of the three, while also functioning as a powerful anti-air option, and its down smash has the least ending lag of the three, making it safe on hit.
In comparison to its ground game, Mewtwo's air game is highly potent. Its air dodge makes it disappear for a brief time, which can make it difficult to track for the opposing player, while also being the fastest in the game, ending on frame 28. Its aerial moves deal respectable damage, high knockback, and can combo into themselves. Its neutral aerial has a long lasting active hitbox that can shield stab, outlast air dodges and start combos if landing as the enemy is being hit. Its forward aerial boasts impressive start-up, power, and range, alongside the ability to combo into itself at low percentages and the ability to KO at high percentages even when stale.
Its back aerial is similar to its forward aerial, but has slower start-up to offset the very large sweeping hitbox behind itself while also possessing the ability to combo into itself before becoming a KOing option at high percentages. Its long range can also hit opponents waiting below the edge, making it a useful move for edgeguarding. Its up aerial is a standard sweeping attack of moderate power and has good combo potential. Lastly, its down aerial is a very powerful meteor smash, with rather fast start-up for its power and KO potential at high percentages. However, it is also the slowest of its aerials, has the most landing lag, and generally cannot be chained into.
Finally, its special moves are powerful, although risky, much like its ground game. Shadow Ball is one of the strongest and fastest projectiles in the game when fully charged, while it can also pressure the opponent similarly to Fireball when uncharged. Teleport's ending lag, momentum, and start-up have been increased since Melee, and while these traits make it generally more risky to use when warping to the ground, it is still useful due to it rendering Mewtwo invulnerable for a split second and granting it considerable horizontal momentum. Confusion, which was notorious in Melee for being virtually useless, has been buffed considerably and now helps Mewtwo's neutral game. It improves Mewtwo's defensive presence by now functioning as a proper reflector and its offensive presence due to it functioning as a long-ranged command grab that can grab through attacks with disjointed hitboxes, such as Ike's forward smash. Confusion's utility also extends to Mewtwo's recovery, as it grants a slight vertical boost during its first use in midair and it can completely reverse aerial momentum and direction. Lastly, Disable is a risky set-up option, but it can guarantee combos and potentially KOs if it connects, which is further supplemented by its stun duration having been increased since Melee.
Despite Mewtwo's strengths, it has notable and fairly exploitable weaknesses. The most notable of these is its frailty; Mewtwo's tall frame combined with its low weight makes it very easy to KO, but its tall frame, couple with its average falling speed and average gravity, makes Mewtwo an easier character to combo than other characters of its size. Furthermore, Mewtwo lacks an effective aerial attack that can interrupt combos, and attempting to Teleport out of combos can lead to being punished. This leads to Mewtwo being brought to KO percentages more easily than potentially any other character in the game. The majority of its moveset also possesses some restrictions despite their advantages; its tail-based attacks do not render Mewtwo's tail intangible during the attack, which makes Mewtwo's tail attacks unsafe aside from its down tilt.
Mewtwo's finishers are difficult to land except for its forward aerial; its grab range is average, limiting its the use of Mewtwo's throws, its forward and down smash have somewhat slow start-up, and its up smash is easily punishable due to its range being almost limited to above Mewtwo. While Disable can potentially set up for KOs, it is also risky to perform and can easily be punished if it whiffs. Lastly, Mewtwo is at a distinct disadvantage in a custom moveset environment, as it lacks custom moves due to 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 that sacrifices attack speed and range for sheer damage and power, 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 turtling, however, as its outstanding mobility, excellent air game, good frame data, 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, thanks to it boasting numerous KOing options and a potent air game, yet having to capitalize on reads more often than not due to being burdened with very light weight and a susceptibility to both combos and juggling.
In a similar manner to Marth, Mewtwo was initially poorly regarded in SSB4's metagame due to 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 Blue, Mew² and Abadango. Following Abadango winning Pound 2016 while almost solely 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 SSB4 tier list.
Changes from Melee
Mewtwo has received both buffs and nerfs in the transition from Melee to SSB4, but it has overall been buffed relative to the cast. Its aerials have been improved (its down aerial being the most heavily buffed in the game in regard to power), with highly reduced landing lag and increased power. More specifically, two specials that were previously viewed as useless, Disable and Confusion, were buffed in speed, usage, and the capability to chain into combos. Confusion in particular is now able to transfer projectiles to Mewtwo's ownership, which improves Mewtwo's general offense, its defense against projectiles, and assists it with mindgames. Mewtwo's smash attacks were also buffed, with significant increases in knockback being applied to both its forward smash and up smash, improving its previously poor KO ability.
Mewtwo also dashes significantly faster, which greatly helps its ground game and Mewtwo's overall mobility. The removal of directional air dodging and more landing lag with an air dodge is also a significant buff to its Shadow Ball, which can be used to trap landings much more easily. The new air dodge mechanics also give Mewtwo an additional option when attempting to safely land back on to the stage. Furthermore, Mewtwo retains a very powerful up throw and a forward throw that can both deal decent damage and help refresh moves affected by stale-move negation. Finally, its new wall jump improves its already exceptional recovery, while its techs have been vastly improved.
However, Mewtwo has received significant nerfs, especially to its survivability. One of Mewtwo's biggest nerfs in the transition is a large decrease to its already low weight (now being only six units heavier than Jigglypuff) and a slight increase to its already tall hurtbox, making Mewtwo significantly easier to KO. Teleport, formerly one of its reliable defensive options, has more landing lag, weakening its mix-up utility and its ability to escape pressure. Teleport is also more erratic in some situations, due to the altered mechanics to its aerial ending lag sometimes leading to Mewtwo bouncing off of the walls of certain stages. Mewtwo's attacks have also slightly slower start-up at the cost of their ending lag.
The removal of wavedashing also harms Mewtwo, as it aided its combo game and approach in Melee. The removal of double jump canceling is a double-edged sword: although it improves Mewtwo's recovery and allows for new types of combos, it nonetheless inhibits its combo game overall similarly to the loss of wavedashing. Its throw-oriented combo game has been toned down significantly; the removal of chain grabbing as well as the cast's generally slower fall speeds means Mewtwo can no longer chain grab with its up or down throws, while its down throw now has slightly more ending lag, making it one of the only characters with a down throw that cannot combo properly, and unlike its forward throw, lacks the damage output to compensate.
Overall, Mewtwo has been re-balanced so that its moveset is generally more consistent than in Melee, but its survivability, approach and combo options have been nerfed due to its lighter weight and the changes in mechanics from Melee to SSB4. As such, Mewtwo still has a fairly high learning curve and risky playstyle, though it functions as a very effective glass cannon when mastered.
Mewtwo has been heavily buffed as of update 1.1.5. 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 enables it to chase after opponents and thus allows it to mix up its playstyle to sport a more consistent offensive presence alongside its typically defensive presence. Mewtwo's dash speed was increased even further in update 1.1.5, now being slightly faster than Sheik's. Said update also slightly increased Mewtwo's incredibly light weight, which marginally improved its survivability issues.
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.
Technical changelist 1.1.3
In competitive play
Tier placement and history
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 survivability and, 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 its as a low-tier character.
However, after Mewtwo's dashing speed was further buffed in update 1.1.5, players such as Abadango began placing higher with it in tournaments, and showed that its powerful offensive potential and combo game now outweighed its defensive shortcomings. This resulted in a drastic improvement to Mewtwo's perception within the community, which was reflected in it being ranked 10th on the second tier list, placing it in the A tier and reassessing it as a top-tier character.
Mewtwo comes with matching character trophies, which are unlocked as usual. However, its alt. trophy will also be automatically granted upon booting up the 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.