Mewtwo (ミュウツー, Mewtwo) is a playable character in Super Smash Bros. Ultimate. It was confirmed on June 12th, 2018. Like in Melee, Mewtwo is once again an unlockable character. Mewtwo is classified as Fighter #24.
How to unlock
Complete one of the following:
With the exception of the third method, Mewtwo must then be defeated on Spear Pillar.
Mewtwo is a character that fills many archetypes, and despite being relatively large with a slew of powerful moves, a lightweight fighter. Its overall mobility is outstanding, as it boasts among the fastest walking, dashing, and air speeds in the game. It also has average falling speed, above average traction, and below average gravity.
Mewtwo has very high damage output on its grounded moves. Its neutral attack is a rapid jab that regularly racks up 20% or more damage if the opponent is caught at close range, but it is unsafe on shield. Its forward tilt has good range but noticeable startup, and a close hit with it can KO near the ledge at high percents. Its down tilt boasts relatively low ending lag and quick startup, while launching opponents at mostly vertical angles. This makes it a great combo tool, comboing into all of Mewtwo's aerials and up tilt. As with jab, however, it is not safe on shield. On the contrary, down smash is safe on shield. Nonetheless it is still a risky move to throw out in neutral. Up smash has the quickest startup of all Mewtwo's smash attacks and is a good anti-air, but also has the highest ending lag. Forward smash has decent range and is powerful when spaced, but is relatively slow and also not safe on shield. So although these moves are good if they hit, they're very punishable if they don't. This means that Mewtwo prefers not to play close to its opponent. It can, however, use its great ground speed to move in and punish mistakes using these moves.
Mewtwo's aerials are very good. Forward aerial is a safe poke, low percent combo starter and kill option. Neutral aerial is a multihit move, a combo starter at all percents, and also a safe poke when spaced. Both of these moves are fast and threatening, but they lack range. This makes Mewtwo's approach game with these moves significantly weaker against opponents that outrange it. Back aerial is slow and still gets beaten out by disjoints. It can't fulfill the role of giving Mewtwo good effective range in the neutral game, though it is useful for walling out offstage opponents who have poor range and/or recoveries. Down aerial has some startup but is a fairly strong meteor smash when sweetspotted.
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. However, its function is not limited to combo starting; when fully charged, it becomes a reliable KO move at high percents. It also deals decent shield damage as well. 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. Its side special, Confusion, is a command grab with decent range that doubles as a reflector and can be used for combo setups, though alert opponents can react out of it before Mewtwo below a certain percent (see the Moveset section). Its down special, Disable, is a risky option in any situation due to its startup, ending lag, short range, and its requirement that the opponent be facing Mewtwo for it to work. However, if landed at mid to high percents, it more often than not leads to a guaranteed KO as Mewtwo essentially will get a free charged smash attack on the opponent.
Mewtwo also possesses a strong grab game. Up throw and back throw are both among the strongest in the cast, while forward throw is excellent at racking up damage. Its down throw has great combo potential, connecting into forward aerial or up tilt at low to medium percents and even having strong KO setups into forward aerial at about 100% for the majority of the cast. To counteract this, however, Mewtwo's grab range is fairly average overall, which can sometimes hurt the utility of its throws.
Due to Mewtwo's varied attributes and special moves, its recovery potential is among the best in the game. Its combination of a quick air speed, a high double jump (the highest in the game), and average falling speed give it great offstage longevity, despite its low weight. Teleport, its primary recovery move, covers a long distance and provides full intangibility and directional maneuverability, making it very difficult to edgeguard. Furthermore, two of its other special moves offer a form of assistance with recovery; Shadow Ball's recoil can push Mewtwo back far enough to be a viable horizontal recovery option if facing away from the ledge, and Confusion temporarily stalls it in the air and can turn it around. With these options, Mewtwo has many ways to mix up its recovery and get safely back onstage, while still being able to punish reckless edgeguarders with its powerful and massive back aerial 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 (especially up smash, as using it at the right time can prevent any stall-then-fall attack). Forward smash can be angled up or down to catch an airborne opponent or to edgeguard low recoveries, respectively. Its 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, awkward 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. While it has a multitude of KO options, it often has trouble landing them. 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. 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't pressure very effectively, yet is also vulnerable to pressure.
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 capitalise on its tall 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 patiently, controlling space (zoning), baiting and poking with Shadow Ball, its aerials and its movement. As such, Mewtwo is a character with a fairly high learning curve, as it has to capitalise 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 glass cannons such as Wolf, 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 character, but still retains the combo game and manoeuvrability of a lightweight character.
Mewtwo's competitive potential is up for debate as of now. Players like ESAM and Armada believe that Mewtwo should be ranked as a high-mid tier character due to its excellent mobility and damage racking game, while other players consider placing it as a low-tier due to its large hurtbox and light weight, as well as its potent neutral being toned down slightly. Mewtwo itself has a small playerbase, but the players who are dedicated to maining the character, like SDX, have managed to get decent placements. However, as SDX has recently dropped the character, its representation in tournaments has undergone a significant decline, with its results still remaining minimal.
Changes from Super Smash Bros. 4
In the late metagame of SSB4, Mewtwo was ranked as a top-tier character (10th out of 55 characters), thanks to a combination of a powerful 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 endlag, 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 dodging in Ultimate have also hindered Mewtwo moreso 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 ability to use any attack out of a run, also benefits Mewtwo, as it can now get around much quicker, ocasionally play mindgames on its approach, and punish more easily both in the neutral game and out of shield. Finally, the reductions to landing lag improve Mewtwo's safety on hit, opening some new combo routes due to its streamlined jumpsquat.
In the end, Mewtwo is considered to be notably less effective than its SSB4 iteration, as despite the improvements made to its mobility, survivability, kill 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 game, combo ability, and hurtbox. As a result, Mewtwo has not made a significant impact in Ultimate's early metagame, as its playerbase is very small; players such as Abadango, WaDi and Rich Brown have dropped Mewtwo in favor of other characters, and although it initially received favorable success from Secret in Ultimate's early metagame, he has since dropped it in favor of Joker, resulting in Mewtwo's results to have a significant decline. Due to this, many top players now consider it a lower-mid or low tier character, and a few others even believe it to be one of the worst characters in the game. However, game updates have offered Mewtwo bountiful buffs that have either helped alleviate some of its issues, improved its strengths, or fixed a few inconsistencies; this has caused some professionals to reassess their opinions on the character, with some believing it to have untapped potential and to be viable. As of now, Mewtwo's true viability in competitive play remains debatable.
Throws and other attacks
Mewtwo has received a mix of buffs and nerfs via game updates, but has been buffed significantly overall. In update 2.0.0, its recovery became safer thanks to Teleport grabbing edges more reliably, which also reduces the risk of a self-destruct when attempting to directly Teleport to the edge. In update 3.0.0, Mewtwo's endurance was improved due to its slightly heavier weight, and some of its moves deal more damage and gained more range. This same update also increased Shadow Ball's knockback, but decreased its shield damage output to compensate. In update 4.0.0, Mewtwo's tail hurtbox was shrunken slightly, which made spacing with its tail attacks 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 once again, although not to the same extent as update 4.0.0. Mewtwo's shield was increased, and its posture was altered while shielding, making it less likely for it to be shield poked. Additionally, Mewtwo's down tilt now reaches further into the plane of gameplay on frame 6 of its hitbox, preventing it from missing some characters entirely in certain situations.
Mewtwo would receive even more buffs in update 8.0.0; most notably, down throw now has combo potential due to its lower ending lag, granting it a new KO setup into forward aerial at high percentages. Shadow Ball also received worthwhile buffs: it has less ending lag, travels faster and, when uncharged, deals more damage. Altogether, these buffs not only supplement its KO potential, but also make it a noticeably better spacing option. Back and up aerials were strengthened, improving their already above average KO potential. Lastly, Teleport has much less landing lag, making Mewtwo less vulnerable if it Teleports directly onstage.
As a result of these changes, Mewtwo fares much better than it did at Ultimate's launch.
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, Mewtwo was believed to be even better than its SSB4 iteration, despite its top-tier placement in that game. This was because of its improved KO power and its main weakness, its endurance, being seemingly toned down as its weight was increased, while the universal mobility changes significantly benefit Mewtwo. As such, many pre-release tier lists thought of Mewtwo to be a high- or even top-tier character, and potentially one of the best characters in the game.
However, as time went by, many have noticed Mewtwo's flaws becoming more prominent; most notoriously, Mewtwo's tail hurtbox has been extended, which has caused it to be clipped by many attacks from a noticeable range. Additionally, its disadvantage state has been significantly nerfed due to the changes to air dodging, made even worse due to its increased hurtbox size.
As a result of its nerfs from Smash 4, Mewtwo has not made an impact in Ultimate's metagame. Most of Mewtwo's playerbase from Smash 4 have dropped it in favor of other characters, leaving it with a below average representation. Although Mewtwo initially received favorable success from SDX, he has since dropped the character.
Game updates slightly addressed some of Mewtwo's biggest flaws, allowing it to gain more attention in the eyes of some players. After decent regional placements by players such as Zenkai and ????, and gaining more buffs in patch 8.0.0, Mewtwo is generally considered to be around mid-tier. The character's playerbase 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.
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.
Classic Mode: Psychic Control
Each round, Mewtwo is allied with previous opponents under the notion 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.
Credits roll after completing Classic Mode. Completing it as Mewtwo has Victory Road - Pokémon Ruby / Pokémon Sapphire accompany the credits.
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; this effort 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 500 coins. 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. Each fighter spirit has an alternate version that replaces them with their artwork in Ultimate.
Additionally, one of Mewtwo's Mega Evolved forms appears as a Primary Spirit.
In Spirit battles
As the main opponent
As a minion
Character Showcase Video