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.
Keiji Fujiwara's portrayal of Mewtwo from Smash 4 was repurposed for Ultimate.
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 overall a very polarizing character. It does not fall under one specific character archetype; despite being relatively large with a slew of powerful moves, Mewtwo is a lightweight fighter. Its overall mobility is among the best in the game, and it boasts among the fastest walking, dashing, and air speeds in the game, along with average falling speed and gravity, all of which give it a good approach and a very potent neutral game.
Mewtwo's greatest strength is its air game. Its aforementioned high air speed, average falling speed and gravity allow it to maneuver in the air effectively, and it has a very high double jump to punish high recoveries, as well as to catch up to opponents who stall in the air. Also noteworthy are its aerial attacks; Body Spark, its neutral aerial, has a variety of uses, as its very low ending lag gives it great combo potential into its other aerials. It can also be used to allow Mewtwo to drag opponents down with it for grounded followups. Its forward and back aerials are very useful combo extenders and can KO at high percentages, with back aerial in particular covering a large area behind it, making it a potent edgeguarding tool. Likewise, Shadow Scratch's quickness and power make it one of Mewtwo's most reliable KO options against offstage opponents. Up aerial, like back aerial, has large range, is useful for juggling, and has KO potential near the upper blast line. Lastly, its down aerial is a very powerful meteor smash when sweetspotted, and still has KO potential when sourspotted at high percents, though it will send the opponent on a diagonally upward trajectory instead of downward. However, it hits on frame 15, which makes it Mewtwo's slowest aerial when it comes to startup (although its startup overall is somewhat fast for a meteor smash, compounded with its high power).
Another of Mewtwo's primary strengths is its potent grab game, as its throws are among the best and most well-rounded out of the cast. Forward throw, when all of its hits connect, is one of the most damaging throws in the game, giving Mewtwo damage racking potential and the ability to conveniently refresh its stale moves. Its up and back throws are among the strongest of their kind; up throw is able to KO under 165% against any character, and back throw KO's under 100% at the ledge against most opponents. Lastly, its down throw is a useful mixup combo starter at higher percentages, and can also be used to read an opponent's reaction and capitalize on it. The only weakness in Mewtwo's grab game is its very average initial grab range, which can lead to whiffed grab attempts and counterattacks. Overall, though, both its air game and grab game give Mewtwo a variety of options to quickly rack up damage and KOs on its opponents.
Due to Mewtwo's varied attributes and special moves, its recovery potential is among the best in the game. Its combination of a high air speed, a high double jump (the highest in the game), and average falling speed give it great offstage survivability. Teleport, its primary recovery move, covers a long distance and provides full intangibility and directional maneuverability, making Mewtwo exceedingly difficult to edgeguard. Furthermore, all three 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, Confusion temporarily stalls it in the air, and Disable temporarily slows Mewtwo's falling speed. With these options, Mewtwo has many ways to mix up its recovery and get safely back onstage.
In comparison to its air and grab games, Mewtwo's ground game is more powerful, albeit riskier. While strong in general, all but a few of its grounded moves have noticeable ending lag and are therefore unsafe if shielded, whiffed, or dodged. Forward tilt is a good move for creating space at low-mid percentages, and can KO outright at high percentages near the ledge. Its up and down tilts are very reliable combo starters due to their long ranges and varying hitboxes, each having vertical knockback. Its dash attack has high knockback and KO potential at high percentages if it strikes point-blank, but is otherwise average. Lastly, its smash attacks have distinct perks as well; its forward smash is very powerful and can be angled, but is very punishable due to having noticeable startup and ending lag. It is more potent if the opponent is hit with the edge of the blast, and this can KO middleweights at around 70% near the edge of the stage. Its up smash has low startup despite its range and power, and it functions as a great anti-air attack due to a large disjoint and multiple hits that cover above Mewtwo. However, it has the highest ending lag of Mewtwo's smash attacks, making it very punishable. Lastly, down smash only hits in front of Mewtwo, but it has very high knockback scaling and very low ending lag.
Lastly, Mewtwo has a versatile special moveset. Shadow Ball has many uses regardless of charge; it can stop approaches, has zoning potential, does respectably high shield damage, and is one of the strongest projectiles in the game when fully charged. Its side special, Confusion, has impressive utility, as it can function as a command grab, a reflector, and even temporarily stall Mewtwo in the air, which can improve its recovery. Teleport grants intangibility and travels far with large horizontal momentum, which makes it a safe and versatile recovery option. It can also be used in a pinch to escape pressure situations or to surprise an opponent with repositioning, though this is best done only on the ground, as Mewtwo will be left open when reappearing in the air. The last of Mewtwo's special moves is Disable, which stuns the opponent temporarily as if having suffered a shield break; the higher the opponent's damage, the longer the stun effect will last. As it grants intangibility on startup, Disable is very useful for punishing bad reactions and can secure KO confirms. However, it's risky to use otherwise because Mewtwo and the opponent must be facing each other and quite close in order for it to work, and its status as a projectile means that it can be reflected.
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 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. Despite their speed and accuracy, Shadow Scratch's 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.
Overall, Mewtwo is a non-traditional glass cannon who falls under the category of the bait-and-punish archetype; Mewtwo must play cautiously and aware so the opponent doesn't capitalize 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. 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. As a result, while Mewtwo's moveset may not be as versatile as other glass cannons such as Wolf, it makes up for it with immense power and damage output.
Mewtwo's competitive potential is up for debate. Players like ESAM and Armada believe that Mewtwo should be ranked in the higher tiers due to its excellent mobility and damage racking game, while ZeRo considers placing it in lower tiers due to its very large hurtbox and light weight, as well as its potent neutral being toned down slightly. Mewtwo itself has a very small playerbase, but the players who are dedicated to maining the character, like SDX have managed to get decent results. However, after SDX's hiatus, Mewtwo's results have slightly declined.
Changes from Super Smash Bros. 4
During the commencement of Ultimate, Mewtwo was noticeably nerfed in its transition from Smash 4, but has also received notable buffs via patch updates. Overall, being considered a top tier in SSB4 (10th out of 55) Mewtwo has received a mix of buffs and nerfs, being slightly nerfed.
Upon the initial release of SSBU, Mewtwo's tail hurtbox size was bigger compared to SSB4; this widened its hurtbox overall, especially in many animations that utilize the tail (like its back aerial and up aerial), while also worsening its spacing and defensive game. Considering that Mewtwo is one of the lightest characters in the game, it had to be much more cautious and made it riskier to use its tail attacks, as even a decently strong attack can KO Mewtwo rather easily at relatively low percentages. However, in a later update patch, Mewtwo's tail hurtbox was reduced to a more manageable size while still longer and bigger than in SSB4, making it less problematic for the character.
Its potent neutral game from Smash 4 has also been toned down; most importantly, down tilt has more ending lag, hindering its combo potential (although it is still a very versatile combo starter). Shadow Ball is slightly slower, making it less viable as a zoning and pressuring option from a distance, as well as doing less shield damage overall. Other potent moves in its neutral, such as its neutral aerial and forward aerial, have been nerfed; the former has heavily increased ending lag and a shorter duration with less hits, making it less viable as a long-lasting punishment tool and an option to catch air dodges, while the latter has increased startup and ending lag. It also launches at a slightly lower angle; while this makes it a better edgeguarding tool, this worsens its combo ability, especially into itself.
However, Mewtwo has received a multitude of buffs, although they don't completely compensate for the nerfs it has received. The first is its noticeably better and more consistent KO potential 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 like forward smash and up smash have noticeably increased range, allowing them to secure KOs more easily from a wider range. The universally increased mobility and traction across the cast also benefits Mewtwo significantly, as now it can punish more easily out of shield and get around much quicker. The problems with Mewtwo's previously extremely low traction has now been removed thanks to it being universally increased among the cast.
Despite the improvements made to Mewtwo's kill power, aesthetics and the benefits it received from Ultimate's mechanics, Mewtwo's nerfs outweigh its buffs and is considered to be less effective than its iteration in Smash 4. As such, Mewtwo has not made a significant impact in Ultimate's early metagame as its playerbase is very small. Abadango, WaDi, and Rich Brown, notable Mewtwo mains from SSB4, have dropped it in favor of other characters. Although Mewtwo has initially received favorable success from SDX in Ultimate's early metagame, he has since become inactive resulting in its results to have a significant decline. Due to this, Mewtwo's true viability has become a matter of debate since many top players such as ZeRo believe that Mewtwo is low-mid tier at best while others such as Pandarian believe that it is one of the worst characters in the game. As of now, Mewtwo's true viability remains questionable. However, it is at the very least widely agreed to be better than its Melee incarnation, with some players believing the character to have untapped potential. Additionally, the game updates have offered Mewtwo a plentiful of useful buffs, which has caused many top professionals to change their opinions on the character for the better.
Mewtwo has been significantly buffed via updates. In update 2.0.0, its recovery has become safer as Teleport grabs onto ledges much easier, which also reduces the risk of a self-destruct when attempting to directly teleport to the ledge. In update 3.0.0, its survivability has improved due to its increased weight, and some of its moves deal more damage and have more reach, which improves its already above-average damage racking game. Shadow Ball deals more knockback, improving its already great KO potential, though it is significantly less of a threat on shield. In update 4.0.0, its tail hurtbox was reduced slightly, making spacing with its tail attacks more effective, and some of its primary KO moves were improved as well. Confusion was also given slightly less startup. As a result, Mewtwo's playerbase has become slightly larger.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
In competitive play
Mewtwo has not made an impact in Ultimate's metagame as its playerbase is very small. Most of Mewtwo's playerbase from Smash 4 have dropped the character in favor of other characters. Although Mewtwo has initially received favorable success from SDX in Ultimate's early metagame, he has since become inactive resulting in its results to have a significant decline. Many top players believe that Mewtwo is low-mid tier at best while others such as Pandarian believe that it is one of the worst characters in the game. As of now, Mewtwo's true viability remains questionable. However, it is at the very least widely agreed to be a lot better than its Melee incarnation.
Any number following the Smasher name indicates placement on the Spring 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from February 1st, 2019 to July 7th, 2019.
Classic Mode: Psychic Control
Each round, through its psychic powers, Mewtwo controls previous opponents to use as teammates in future rounds; these teammates typically represent characters that have been possessed in their home series. Each round uses a track taken from the universe 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.
Mewtwo was present 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 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