Mewtwo (ミュウツー, Mewtwo) is a playable character in Super Smash Bros. Ultimate. It was officially revealed on June 12th, 2018 alongside Meta Knight and the rest of the returning roster. Like in Super Smash Bros. Melee, Mewtwo is once again an unlockable character. Mewtwo is classified as Fighter #24.
How to unlock
Complete one of the following:
Mewtwo fills many archetypes and, despite being relatively large with a slew of powerful moves, is actually a lightweight fighter. Mewtwo's overall mobility is outstanding: its walking, dashing, and air speeds are among the fastest in the game, and its double jump is the highest in the game. Aside from these attributes, Mewtwo has average falling speed, above-average traction, and below-average gravity.
Mewtwo's overall damage output is very high, especially in regard to its grounded moves. Neutral attack is a fairly disjointed neutral infinite that can regularly rack up 20% or more damage if the opponent is caught at close range, but it is unsafe on shield. Forward tilt has good range and a sweetspot that can KO reliably at high percentages while near the edge, yet also has noticeable start-up and punishable ending lag. In addition to its deceptively high power, it can also be angled to serve as a niche anti-air or edge-hanging punish option. Down tilt boasts relatively low ending lag, quick start-up, and good grounded range while launching opponents at mostly vertical angles. This makes it a great neutral and combo tool, comboing into all of Mewtwo's aerials and up tilt if the opponent is hit at close range. While down tilt is technically unsafe on shield, its overall quick speed and long range make it difficult to punish if an enemy reacts too slowly.
On the contrary, down smash is safe on shield and is notorious for causing immense shield damage if it connects. Nonetheless, it is still a risky move to throw out in neutral, due to it having the most amount of startup among all of Mewtwo's smash attacks and being one of few down smashes in the entire game to only hit on one side. In contrast, up smash has the quickest startup of all Mewtwo's smash attacks and is a great anti-air to catch forced landings, but also has the highest ending lag and is generally the most punishable move in Mewtwo's kit.
Forward smash has decent range, can be angled and is Mewtwo's most powerful smash attack in terms of knockback when spaced (being able to KO at mid percentages while close to the edge), but has noticeable ending lag and is also not safe on shield if landed at close range. These traits make Mewtwo one of the strongest characters in the game in terms of outright KO power, though it is optimal for players to not play too close to opponents with quick movement, disjointed range, or attacks that are fast enough to punish any mistakes. However, Mewtwo can also use its great ground speed to move in and punish mistakes using these moves, making it necessary for high-level players to recognize when to approach offensively.
Mewtwo's aerials are some of the best in the game, with generally quick startup, low landing lag and great power. Forward aerial is a safe poke when spaced on landing, low percent combo starter and KO option. Neutral aerial consists of multiple hits, is a capable combo starter at all percentages, and is a safe poke when it is spaced sufficiently. It is also Mewtwo’s best out-of-shield option due to his aerial speed allowing him to safely escape pressure (compared to committing to a laggy up smash). Though his forward and neutral aerial are fast and threatening, they lack range and are only slightly disjointed. This makes Mewtwo's approach game with these moves significantly weaker against opponents that have good range or fast anti-airs.
Back aerial is Mewtwo's second slowest aerial, primarily being used to wall out offstage opponents who have poor range and/or recoveries. However, it can easily be beaten by disjoints, cannot reliably hit close to ground at any height, and leaves Mewtwo's tail very vulnerable if it whiffs. As a result, it cannot fulfill the role of giving Mewtwo good effective range in the neutral game. Down aerial has the most startup of Mewtwo's aerials, but is a very strong meteor smash when sweetspotted, has a decently disjointed hitbox directly beneath Mewtwo, and can also serve as a situational low to mid percentage combo starter.
Mewtwo's neutral special, Shadow Ball, has excellent versatility, as it can combo into virtually any of Mewtwo's quicker moves at any percent depending on the charge of the projectile. When fully charged, it also becomes a reliable KO move at high percents, and deals decent shield damage for good measure. In midair, it can even be used as a landing mixup, as the recoil from the fully charged variant pushes Mewtwo back a considerable distance. Mewtwo can utilize techs like wavebounces, B-reverses, Shadow Ball cancels and turnaround specials to make its movement even more tricky, improving its baits and punishes. However, it has a decent amount of startup, making it risky to use at close range. Its side special, Confusion, is a command grab with decent range that doubles as a somewhat slow but very active reflector and can be used for combo setups, though alert opponents can react out of it before Mewtwo below a certain amount of damage.
Mewtwo's down special, Disable, is a risky option in most situations due to its start-up, high ending lag and its requirement that the opponent be facing Mewtwo on the ground for it to work. However, if landed at mid to high percentages, it more often than not leads to a guaranteed stock by allowing Mewtwo to punish the opponent with any option that will KO. It additionally has intangibility frames before the attack comes out, making it able to beat out poor grounded approaches and serve as a very niche defensive option in the air.
Mewtwo also possesses a strong grab game. Up and back throw are both among the strongest in the cast, while forward throw is excellent at racking up damage. Its down throw has respectable combo potential: it can combo into upward angled forward tilt or up tilt at low percentages, and into forward aerial at mid percentages, with the latter also being a reliable KO combo on the majority of the cast at high percentages if they fail to DI properly. To counteract this, however, Mewtwo's grab range is fairly average overall, which can sometimes hurt the utility of its throws in close-quarters combat or out of shield. In comparison, its dash grab is relatively quick and has great range due to Mewtwo's very fast dash speed, making it a good surprise burst option.
Due to Mewtwo's varied attributes and special moves, its recovery potential is arguably the best in the game. Its combination of having the 3rd fastest air speed, the highest double jump in the game, low gravity and average falling speed give it great longevity and mobility off-stage. Teleport, its primary recovery move, covers a long distance and provides full intangibility and directional mobility, making it nearly impossible to edgeguard if Mewtwo chooses to teleport to the ledge from above. Furthermore, two of its other special moves offer a form of assistance with recovery: a fully-charged Shadow Ball's recoil can push Mewtwo back far enough to be a viable horizontal recovery option if aimed away from the stage, and Confusion can turn it around, temporarily stalls it in the air when used once and can be combined with the momentum from a rising double jump when used twice to go even higher. With these options, Mewtwo has many ways to mix up its recovery and get safely back on-stage, while still being able to punish reckless edgeguarders with its powerful and massive up and back aerials without losing recovery distance.
Lastly, Mewtwo has surprisingly good range for a lightweight fighter. All of its smash attacks have disjointed hitboxes that allow them to beat out attacks safely; this is especially evident with up smash, as using it at the right time can prevent any stall-then-falls. Forward smash can be angled up or down to catch an airborne opponent or to edgeguard low recoveries, respectively. Mewtwo's tail attacks also offer excellent range, despite not being as disjointed. Its back aerial in particular offers very large coverage behind Mewtwo and can be used in decently quick succession, making it a useful walling tool against opponents with low range attacks. Its tilts also use its tail, so they have good range as well. Tying into this is its aforementioned mobility; Mewtwo's extremely fast horizontal movement speed grants it a very potent punishment game with its range, allowing it to bait approaches and easily punish them with its long-reaching moves.
Despite Mewtwo's strengths, it has some noticeable weaknesses, the most glaring of which is its infamously poor endurance. Mewtwo's very light weight makes it easy to KO, while its tall frame, average falling speed and below average gravity make it easier to combo compared to other characters of its weight class. Furthermore, Mewtwo lacks an effective aerial move to disrupt combos, and an attempt to Teleport out of a combo can be punished due to its noticeable ending lag and momentum. And compared to all other characters in the game, Mewtwo is also unable to reliably double jump out of juggling pressure due to it taking a noticeable amount of time for his hurtbox to shift vertically. However, its aerial speed and recovery mix-ups can mitigate some of these shortcomings.
Although Mewtwo has a multitude of KO options, it often has trouble landing them due to it needing to safely approach the enemy. Up and back throw can be risky to attempt because of Mewtwo's 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 and high ending lag (it can also unreliably connect due to some jostle animations). 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. Lastly, its frame data is slightly below-average, which makes its attacks even more prone to punishment if they are not spaced well and used intentionally. As a result, Mewtwo cannot effectively pressure through offensive means, yet needs to rely on its movement options and special moves to create openings from which it can proceed to punish the opponent. During Mewto's disadvantage state, it often cannot depend on its offensive options to relieve pressure, and instead must rely on evading and only attacking when necessary.
Overall, Mewtwo is a non-traditional glass cannon who falls under the category of the zoner archetype; it must play cautiously and aware so the opponent does not capitalize on its large hurtbox and light weight. However, this does not mean Mewtwo is forced to rely on turtling, as its outstanding mobility, excellent air game, and overall powerful moveset make it a force to be reckoned with. Instead, Mewtwo should be played very patiently by controlling space (zoning) as well as baiting and poking with Shadow Ball, its aerials and its movement.
As a result, Mewtwo is a 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. While Mewtwo's moveset may not be as versatile as other characters, such as Wolf's, it makes up for it with comparatively huge power and damage output. In short, Mewtwo has the attack power and range of an archetypal heavyweight, yet retains the combo game and mobility of a lightweight.
Mewtwo's competitive potential is up for debate as of now. Some professional players believe that Mewtwo should be ranked as a higher end mid tier character due to its excellent mobility and damage racking game. Conversely, other players consider placing it as a low tier due to its large hurtbox and light weight, as well as its potent neutral game being toned down slightly. Mewtwo itself has a small playerbase, but the players who are dedicated to maining the character, such as WaDi, have managed to achieve respectable placements.
Changes from Super Smash Bros. 4
In the late metagame of SSB4, Mewtwo was ranked as a top tier fighter (10th out of 55 characters), thanks to its combination of a potent neutral game, excellent mobility, a powerful projectile, and a dangerous combo game. Mewtwo has received a large mix of buffs and nerfs in its transition to Ultimate, but was nerfed overall.
Mewtwo's largest direct nerf was to its hurtbox. Mewtwo has an additional hurtbox on its tail, which widened its hurtbox overall, makes it even easier to hit, and reduces the disjoint of its tail-based attacks. Considering as Mewtwo is already one of the lightest characters in the game and many of its attacks utilize its large tail, this forces Mewtwo to be much more cautious with using its tail attacks, as trading with even a decently strong attack can prove fatal. Additionally, this now causes Mewtwo to be usually clipped by attacks during some situations (such as when turning around). Overall, these changes worsen both its spacing and defensive game.
On top of this, Mewtwo also received many nerfs to its best moves, hindering both its previously strong neutral game and combo ability. Shadow Ball now deals negative shield damage, making it less viable as a zoning and pressuring option from a distance. Neutral attack, as with most others, can no longer effectively jab cancel, removing its wide range of previously true followups. Down tilt has more ending lag, which combined with the changes to knockback, impairs its combo potential and narrows Mewtwo's KO setups. Neutral aerial has heavily increased ending lag, a shorter duration, and smaller hitboxes, making it less viable for covering options and removing its aerial combo potential, limiting Mewtwo to land with the move and read the opponent's trajectory accordingly. Forward aerial is slightly slower and launches at a slightly lower angle, worsening its combo ability into itself and almost completely removing its ability to initiate a deadly wall of pain at low to mid percentages.
The changes to air dodges in Ultimate have also hindered Mewtwo more so than any other character. Since air dodges can now only be utilized once before landing or getting hit, combined with them generally having more ending lag, this especially affects Mewtwo as it previously held the distinction of having the air dodge with the lowest ending lag out of the entire roster (allowing it to be spammed rather safely to play mindgames), which renders it even more susceptible to combos and juggling, given its large hurtbox for its weight class.
However, Mewtwo has received a multitude of buffs in the transition as well. Mewtwo's KO potential is considerably better and more consistent overall; moves like its neutral attack, forward tilt and dash attack deal more damage and knockback, with all of them now gaining KO potential at high percentages. Other attacks, such as Disable and its smash attacks, have noticeably increased range, allowing them to secure KOs more easily from deceptive ranges. Shadow Ball has also received a slight increase in knockback when fully charged, making it an even more viable KOing option. Mewtwo has also seen slight improvements to its survivability, thanks to its heavier weight and faster falling speed, although it remains a rather easy character to KO.
Most of the universal changes to gameplay mechanics have also benefited Mewtwo. Although the changes to air dodging mostly hamper it, they has also made its edgeguarding game more potent, thanks to its quick air speed, large variety of aerial attacks, useful projectile, long double jump and powerful recovery. The universal increase in mobility and traction across the cast, the reintroduction of dash-dancing, and the expanded utility of dash-canceling each benefit Mewtwo, as it can now move around much quicker, occasionally play mindgames on its approach, and punish opponents easier both in the neutral game and out of shield. Finally, the near-universal reduction to landing lag has made Mewtwo's aerials safer on hit and opened some new combo routes due to its streamlined jumpsquat.
In the end, Mewtwo is considered to be less effective than it was in SSB4; despite the improvements made to its mobility, endurance, KO power, and the benefits it received from Ultimate's mechanics, these changes do not completely compensate for the considerable nerfs it has received to its defensive potential, combo game, and hurtbox. Initially, Mewtwo failed to make a significant impact in Ultimate's early metagame, which was further compounded by players such as Abadango, and Rich Brown dropping Mewtwo in favor of other characters. Although it initially received favorable success from Secret, he has also since dropped it in favor of Joker, resulting in Mewtwo's results declining significantly.
Due to this, many top players now consider it a lower end mid tier fighter or, to a lesser degree, low tier fighter; a few others even believe it to be one of the worst characters in the game. However, game updates have offered Mewtwo numerous buffs that have either helped alleviate some of its issues, improved its strengths, or fixed a few inconsistencies. As a result, some professionals have reassessed their opinions on the character, with some believing it to have untapped potential and a viable fighter. Most notably, WaDi, who had previously dropped Mewtwo in favor of R.O.B., has returned to use it as a co-main/secondary and has continued to achieve a number of respectable results after doing so. As of now, Mewtwo's true viability in competitive play remains debatable.
Throws and other attacks
Mewtwo received a mix of buffs and nerfs via game updates, but was buffed significantly overall. Update 1.1.0 noticeably increased Disable's ending lag, which made it even riskier to use. Update 2.0.0 improved the consistency of both Teleport and forward tilt: the former enables Mewtwo to grab edges much more reliably, and the latter is more effective for spacing and KOing due to it launching opponents in front of Mewtwo exclusively instead of potentially behind it. However, this update also made dash attack much less safe on shield by noticeably decreasing its shieldstun multiplier.
Update 3.0.0 would then provide Mewtwo's first noteworthy changes: neutral attack has less start-up, up tilt has improved combo potential, forward smash has more range, forward tilt, up tilt and up aerial deal more damage, and Shadow Ball's already impressive power increased even further. Mewtwo's weight also increased slightly, although this is a fairly negligible improvement to its endurance. However, this same update also decreased Shadow Ball's shield damage output as part of a near-universal nerf to projectiles.
In update 4.0.0, Mewtwo's tail hurtbox was shrunken slightly, which made spacing with its tail attacks somewhat more effective. Additionally, some of its primary KO moves were improved, while Confusion's start-up, ending lag and reflection hitbox were each sped up by 2 frames. Update 7.0.0 buffed Mewtwo in a few minute ways. Its shield was enlarged as part of a near-universal buff, and its posture was altered while shielding, both of which make it less likely for it to be shield poked. Aside from these changes, down tilt's consistency was improved: it now reaches further into the plane of gameplay during its frame 6 hitbox, which prevents it from missing some characters entirely in certain situations.
However, update 8.0.0 granted Mewtwo arguably its most notable buffs. Shadow Ball, in particular, improved noticeably thanks to its decreased ending lag, faster traveling speed, and its uncharged version's higher damage output. Altogether, these buffs not only supplement its fully charged version's KO potential, but also made its uncharged version significantly better for both spacing and set-ups. Although somewhat less impactful than Shadow Ball's buffs, down throw's decreased ending lag is nevertheless noteworthy, as it has been repurposed from Mewtwo's least useful move into a decent combo starter that even possesses a KO combo (albeit one that is heavily dependent on DI) into forward aerial at high percentages.
Aside from these buffs, back and up aerials were strengthened, improving their already above-average KO potentials at the cost of slightly worsening their combo potentials. Teleport's landing lag was decreased significantly, which makes Mewtwo less vulnerable when it Teleports directly on-stage in order to recover, escape pressure, or play mindgames. Like a few other characters, Mewtwo's pummel was also enlarged and repositioned to improve its consistency. Lastly, update 13.0.1 increased the damage outputs of both forward tilt and forward throw. As a result, the former's KO potential was improved even further when sweetspotted and it is safer on hit overall, whereas the latter is now the most damaging throw of its kind by default.
Overall, Mewtwo fares significantly better than it did at the launch of Ultimate, thanks to its buffs noticeably expanding the utility of its moveset (particularly Shadow Ball, Confusion, Teleport and down throw) as well as strengthening its already impressive overall power.
For a gallery of Mewtwo's hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
In competitive play
Initially, the community's perception on Mewtwo was better than in Super Smash Bros. 4, where it was widely considered a top tier character. This was because of Mewtwo's improved KO power, its endurance (its main weakness) being seemingly toned down thanks to increased weight, and benefits from the universal mobility changes. As such, many players believed Mewtwo would become a high tier character or even reassert itself as a top tier character, with the potential to be one of the best characters in the game.
However, as time went on, Mewtwo's flaws became more prominent. Most notoriously, Mewtwo's extended tail hurtbox caused it to be clipped by many attacks from a noticeable range. Additionally, its disadvantage state has been significantly nerfed due to its larger hurtbox and the changes to air dodging. Due to these nerfs, Mewtwo had little impact in Ultimate's early metagame, with most of Mewtwo's playerbase from SSB4 dropping it in favor of other characters. Although SDX saw initial success with the character, he would also eventually drop the character, leaving Mewtwo with no high-level representation.
Game updates addressed some of Mewtwo's biggest flaws to varying degrees, and have garnered it more attention in the eyes of some players. Dedicated players, such as Zenkai and ????, also began to achieve respetable placements with Mewtwo, with both players placing 49th at Frostbite 2020. Despite this slow improvement in representation, Mewtwo's playerbase offline still remains somewhat small, and some of its more meaningful buffs have come during the COVID-19 pandemic, making it hard to tell how these changes will improve Mewtwo's viability in the long run.
In the online metagame, the aforementioned buffs have helped Mewtwo find success, thanks to the efforts of players such as WaDi and Chewie. The former uses Mewtwo as a secondary and has defeated players such as Sparg0, naitosharp, and 8BitMan. The latter uses Mewtwo as a main and has seen above average placements at major Wi-Fi Warrior Rank tournaments, including 13th at the SWT: NA Southwest Ultimate Online Qualifier and 25th at The Box: Lunch Box 10.
Most historically significant players
Any number following the Smasher name indicates placement on the Fall 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from July 13th, 2019 to December 15th, 2019.
See also: Category:Mewtwo professionals (SSBU)
Classic Mode: Psychic Control
Aside from Round 1, Mewtwo is allied with opponents it found in previous Rounds under the premise that its teammates are under its mental control. These teammates typically represent characters that have been brainwashed in their respective home series.
Note: Each round uses a track taken from the series fought in the previous Round.
Note 2: Items are disabled in Round 3.
Role in World of Light
Mewtwo was among the fighters that were summoned to fight the army of Master Hands.
During the opening cutscene, Mewtwo was present on the cliffside when Galeem unleashed his beams of light. Mewtwo and Zelda attempted to reflect the beams using Confusion and Nayru's Love, respectively. However, their efforts failed, with both being vaporized and placed under Galeem's imprisonment, along with the rest of the fighters (excluding Kirby).
Mewtwo was one of the many fighters that fell under Dharkon's control upon Galeem's first defeat. It can be found in the Mysterious Dimension sub-area, where its location will be accessed during the quiz segment asking which spirit cannot be inhaled by Kirby (the answer for Mewtwo being Whispy Woods).
Mewtwo's fighter spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 300 Gold, but only after Mewtwo has been unlocked. Unlocking Mewtwo in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Its fighter spirit has an alternate version that replaces it with its artwork in Ultimate.
Additionally, one of Mewtwo's Mega Evolutions, Mega Mewtwo Y, appears as a primary spirit.
In Spirit battles
As the main opponent
As a minion
Fighter Showcase Video