Mewtwo (SSBU)

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SSBU Icon.png
This article is about Mewtwo's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Mewtwo.
in Super Smash Bros. Ultimate
Mewtwo SSBU.png
Universe Pokémon
Other Smash Bros. appearances in Melee
in SSB4

Availability Unlockable
Final Smash Psystrike
A Legendary Pokémon known for its technical moves. Use Confusion or Disable as a diversion, then land a Shadow Ball! For its Final Smash, Mewtwo transforms into Mega Mewtwo Y and fires a projectile that freezes and launches the opponent!
Super Smash Blog, Super Smash Bros. Ultimate Official Site

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[edit]

Complete one of the following:

  • Play VS. matches, with Mewtwo being the 60th character to be unlocked.
  • Clear Classic Mode with Fox or any character in his unlock tree, being the last character unlocked.
  • Have Mewtwo join the player's party in World of Light.

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 outstanding, 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.

First and foremost, Mewtwo has an excellent neutral game and surprisingly good combo ability for its overall powerful moveset. Its neutral attack is a rapid jab that regularly racks up 20% or more damage if the opponent is caught at close range. Its down tilt boasts very low ending lag and quick startup, while launching opponents at mostly vertical angles. This makes it function as a very safe and versatile combo starter, as it can be spammed relatively safely with low risk. It also has many potent followups, such as into its grab, up tilt and forward aerial. The lattermost, named Shadow Scratch, is also extremely versatile; its quick startup, relatively low ending lag, low landing lag, and its ability to autocancel in a short hop make it an excellent combo tool at low percentages, such as comboing into itself and down tilt upon landing. Its high knockback scaling also makes it a viable KO move at high percentages, especially offstage. Its neutral aerial has a long-lasting hitbox and can punish air dodges or disrupt approaches due to Mewtwo maintaining full aerial momentum while using it. While it does not have KO potential, it has some combo potential, as it can combo into forward aerial, back aerial and even down aerial depending on the last hit's launching direction. Additionally, it can drag opponents down for grounded followups, and in midair, it can gimp opponents with poor recoveries.

However, the centerpiece of Mewtwo's neutral game is its neutral special, Shadow Ball. No matter the percentage, it always has excellent versatility, as it can combo into virtually any of Mewtwo's quicker moves at any percentage depending on the charge of the projectile. However, its function is not limited to combo starting; when fully charged, it becomes one of the strongest projectiles in the game, as even some of the heaviest characters will be outright KO'd at around 100% near the ledge. It also deals decent shield damage as well, with half-health shields instantly breaking after a fully-charged Shadow Ball. 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's grab game is also very rewarding if it lands a grab, 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, as each Shadow Ball counts as a separate hit. Its up and back throws are among the strongest of their kind; up throw will KO middleweights at around 140-150% from the ground and back throw KO's most opponents under 100% at the ledge. 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 main weaknesses in Mewtwo's grab game are its mediocre grab range, which can lead to whiffed grab attempts and subsequent counterattacks, and its lack of a true combo throw, which make its damage racking potential reliant on reading the opponent's options and punishing accordingly. Overall, though, both its air game and grab game give Mewtwo a variety of options to quickly rack up damage and score 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, while being able to punish overzealous edgeguarders with its powerful and massive aerials without losing recovery distance.

Lastly, Mewtwo has surprisingly good range for a lightweight fighter. All of its smash attacks have favorable disjointed hitboxes that allow them to beat out attacks safely (especially up smash, as using it at the right time can prevent any stall-and-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 approaching and walling tool. Its tilts all utilize Mewtwo's tail and have good range, and each have low ending lag, making them usually safe to throw out in the neutral game. 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 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 does not 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. 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, granting it a unique strength that most lightweights do not have. In short, Mewtwo has the attack power and range of an archetypal heavyweight character, but still retains the combo game and maneuverability of a lightweight character.

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 considered placing it in lower tiers 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 results. However, as SDX has recently dropped the character, its representation in tournaments have undergone a significant decline, with its playerbase still remaining minimal.

Changes from Super Smash Bros. 4[edit]

In SSB4, Mewtwo was initially a lower mid-tier character before game updates buffed it significantly, allowing it to reach top-tier status (10th out of 55 characters) in the game's latter lifespan thanks to a combination of several attributes, including a powerful neutral game courtesy of excellent mobility as well as a powerful projectile, and a dangerous combo game. Likely as a result of its dominance in the previous game, Mewtwo has received a large mix of buffs and nerfs in its transition to Ultimate, but was significantly nerfed overall.

Mewtwo's largest nerf was to its hurtbox. Mewtwo's tail hurtboxes' sizes were considerably increased, which widened its hurtbox overall. Considering Mewtwo is already one of the lightest characters in the game, 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 benefitted 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 fix 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.


  • Change As with other previous downloadable fighters in SSB4, Mewtwo's appearance is largely unchanged, though its model features a more subdued color scheme. Its body appears to have a glossy sheen, and the end of its tail is also slightly larger.
  • Change Mewtwo's idle pose has been altered; it now keeps one of its arms lifted. However, it will revert to his idle animation from SSB4 while holding a small item.
  • Change Mewtwo's falling animation has been altered; it does not keep its arms folded, only doing so when falling forward or backwards.
  • Change Side taunt now has it slightly levitate over the ground.
  • Change Mewtwo's victory poses have been slightly altered:
    • Change The pose where Mewtwo laughs and floats has it float higher and look farther away from the screen.
    • Change The pose where Mewtwo thrusts its hand outward has an altered camera angle more towards its hand.
    • Change The pose where Mewtwo faces away from the screen has Mewtwo keep its eyes shut for slightly longer.
  • Change As with all previous downloadable fighters in SSB4, Mewtwo now has a unique Palutena's Guidance conversation.


  • Buff Like all characters, Mewtwo's jumpsquat animation takes 3 frames to complete (down from 5).
  • Buff Mewtwo runs faster (2.05 → 2.255).
    • Buff Mewtwo's initial dash is significantly faster (1.4 → 2.255).
  • Buff Mewtwo walks slightly faster (1.2 → 1.26).
  • Buff Mewtwo's traction is significantly higher (0.04 → 0.116), going from the second-worst in the game to being above-average. This makes it easier for Mewtwo to punish out of shield.
  • Buff Mewtwo's air speed is higher (1.25 → 1.313).
  • Buff Mewtwo performs its double jump more quickly, improving its recovery and combo game.
  • Change Mewtwo's falling speed and fast falling speed are slightly faster (1.5 → 1.55) and (2.4 → 2.48) respectively. This improves its survivability, but makes it more susceptible to combos.
    • Change As a result, its full hop is shorter (57 frames → 52 frames).
  • Buff Mewtwo is heavier (74 → 79), weighing as much as Kirby. This improves its survivability.
  • Nerf Air dodge has more startup (2 frames → 3) and significantly increased ending lag, no longer being the fastest in the game (FAF 28 → 51). When combined with the removal of unlimited air dodging, this not only hinders Mewtwo's mixup potential but also renders it more susceptible to juggles.
  • Buff Air dodge grants more intangibility frames (frames 2-24 → 3-26).
  • Nerf Backward roll has more ending lag (FAF 30 → 35).
  • Nerf Mewtwo's tail hurtbox reaches noticeably further along its tail. This reduces the disjoints of Mewtwo's attacks involving its tail, and gives it a bigger hurtbox overall, worsening its spacing and defensive ability. Its head hurtbox was also increased in size slightly, further compounding the issue.

Ground attacks

  • Neutral attack:
    • Change Jab 1 has an altered angle to keep opponents closer to Mewtwo (76°/70° → 361°/180°). This allows it to connect better with its infinite and jab lock, but removes its guaranteed jab cancel setups from SSB4.
    • Buff Rapid jab finisher deals slightly more damage (2% → 2.5%) with no knockback compensation, now being able to KO at very high percentages at the ledge.
    • Buff Rapid jab comes out faster (frame 9 → 5).
    • Buff Rapid jab's infinite hits have a reduced hitlag (1× → 0.5×) and SDI (1× → 0.4×) multiplier, making it harder to escape.
    • Buff Rapid jab's finisher has had its large hitbox replaced with three smaller ones (7u → 5.5u/5.5u/5.5u), slightly improving its range.
    • Nerf Jab transitions into rapid jab slightly later (frame 11 → 12).
    • Nerf Rapid finisher has more ending lag (FAF 36 → 41).
    • Nerf Rapid jab's infinite hits have lost one of their hitboxes, with the other slightly increased to compensate (5.2u/5.2u → 5.6u).
    • Change Jab 1 and rabid jab's finisher have increased hitlag multipliers (1× → 1.8× (jab 1), 1× → 2× (finisher)).
  • Forward tilt:
    • Change Forward tilt has a new animation; Mewtwo spins horizontally to strike with its tail.
    • Change Forward tilt always sends opponents in front of Mewtwo.
    • Buff Forward tilt deals more damage (10%/9%/8% → 11%/10%/9%) and knockback (20 base/100 scaling → 70/75), improving its safety on hit at lower percents while greatly improving its KO potential.
    • Buff Forward tilt has larger hitboxes (4.3u/3.7u/2.9u → 5.0u/4.6u/4.2u) and altered placements (0.0u/1.8u/0.0u → 1.5u/2.5u/2.0u (X-offset), 0.0u/-2.0u/0.0u → 0.0u/0.0u/0.0u (Z-offset)), improving its range.
  • Up tilt:
    • Buff Up tilt deals more damage (6%/5%/4.5% → 7%/6%/5.5% (early), 5%/4%/3% → 6%/5%/4% (late), with knockback compensated on all but the early ID 3 hitbox (114/80 scaling → 105/71).
    • Change Up tilt's early ID 3 hitbox has increased knockback scaling (50 → 71), making it safer on hit at lower percents, but hindering its combo potential at higher percents.
    • Buff Up tilt's early tipper hitbox now launches at a vertical angle towards Mewtwo (361° → 110°), improving its combo potential.
    • Change Up tilt has a slightly altered animation, having Mewtwo land on its feet immediately after the flip.
  • Down tilt:
    • Nerf Down tilt has slightly more ending lag (FAF 21 → 24).
  • Dash attack:
    • Change Dash attack has an altered animation; Mewtwo lunges forward with one hand.
    • Change Dash attack launches at lower angles (60°/70°/80° → 54°/60°/70°). This hinders its combo potential depending on the hitbox, but grants it KO potential when combining the change below.
    • Buff Dash attack's clean sweetspot and late sourspot deal more damage (10%/4% → 12%/4.5%) with their knockback not compensated, granting the clean sweetspot KO potential at realistic percentages, especially at the ledge with its lower launch angle.
    • Buff It has a higher shieldstun multiplier (1x → 1.3x), improving its safety on shield.
      • Nerf The above 2 changes increase the move's pushback against shields, which combined with the changes to jostling prevents the move from crossing up shields.
    • Nerf It has more hitlag (1x → 1.25x), making it easier to DI.
  • Forward smash:
    • Buff Forward smash can now be angled.
    • Buff Forward smash's sweetspot deals more damage (19% → 20%) and knockback (21 base/85 scaling → 30/90), significantly improving its KO potential.
    • Buff Forward smash's sweetspot is larger (5.6u → 6.3u), improving its range.
  • Up smash:
    • Change Up smash's energy swirl is opaque and stylized, instead of being a translucent whirl of particles.
    • Change Up smash hits 4 times instead of 7. However, its multi hits deal more damage (1% → 2%), making its total damage output unchanged.
    • Buff Up smash's initial hit sends at an autolink angle (100° → 368°), allowing it to connect better.
    • Nerf Up smash's final hit has less startup lag (frame 35 → 22). However, the move's total duration remains unchanged; coupled with the move's reduced hits, the move has significantly more ending lag overall (34 → 46 frames) and is less effective as an anti-air, hindering its safety at low percentages..
  • Down smash:
    • Buff Down smash deals more damage (15% → 16%) with no knockback compensation, improving its KO potential.
    • Buff Down smash's hitboxes are larger (4u/8.7u → 7.5u/11u), improving its range.
    • Buff Down smash has altered hitbox placements (Y Offset: 3.5u/3.5u → 4.0u/4.0u), slightly improving its vertical range.
    • Buff Down smash has less ending lag (FAF 44 → 41).

Aerial attacks

  • Buff All aerials have less landing lag (13 frames → 10 (neutral), 14 → 8 (forward), 17 → 10 (back), 13 → 8 (up), 18 → 11 (down)).
  • Neutral aerial:
    • Change Neutral aerial has altered visuals; rather than emitting multicolored orbs, Mewtwo discharges electricity around itself while flashing with a blue overlay.
    • Buff Neutral aerial's feet hitboxes send at an autolink angle (110° → 367°), and all of the multi hit hitboxes deal more set knockback (22/46 → 30/60), slightly improving its ability to connect into itself.
    • Nerf Neutral aerial's multi hit hitboxes are smaller (3.0u → 2.5u), reducing its range.
      • Buff However, the final hitbox is larger (10.9u → 13.5u).
    • Nerf Neutral aerial's final hit comes out much sooner (frame 40 → 28); this, combined with the move's increased duration (FAF 46 → 50), results in the move having significantly more ending lag overall (6 → 22 frames), no longer allowing Mewtwo to act right after the hitboxes cease.
    • Change Neutral aerial hits fewer times (9 hits → 6), but deals the same damage, improving its damage consistency, but reducing its hitbox duration.
  • Forward aerial:
    • Buff Forward aerial's arm hitbox is larger (3.9u → 4.5u), giving the move more range.
    • Nerf Forward aerial has slightly more startup (frame 6 → 7) and ending lag (FAF 38 → 40).
    • Nerf Forward aerial auto-cancels later (frame 36 → 37).
    • Change Forward aerial sends at a lower angle (50° → 47°), improving its KO potential but worsening its combo potential, especially into itself.
  • Back aerial:
    • Buff Back aerial's sweetspot has increased knockback scaling (90 → 97), improving its KO potential.
  • Up aerial:
    • Change Up aerial has an altered animation; Mewtwo no longer faces the screen after finishing its tail sweep.
    • Buff Up aerial deals more damage (11%/10%/9% → 12%/11%/10%).
    • Change Up aerial has less knockback scaling (97 → 86), dealing less knockback despite its increased damage output, which improves its combo potential but hinders its KO potential.
  • Down aerial:
    • Buff Down aerial's sweetspot's hitbox is positioned lower (-6.5u → -7.7u (Y-offset)), improving its vertical range.
    • Nerf Down aerial has slightly more ending lag (FAF 46 → 48).

Throws and other attacks

  • Nerf Dash grab and pivot grab have slightly more startup lag (frame 9 → 10 (dash), frame 10 → frame 11 (pivot)), and all grabs have increased ending lag (FAF 36 → 40 (standing), FAF 43 → 48 (dash), FAF 40 → 42 (pivot)).
  • Nerf Dash grab has less range (Z2 offset: 12.7u → 12u).
  • Buff Pivot grab has more range (Z2 Offset: -15.2u → -17.3u).
  • Change Pummel has a darkness effect, instead of an electric effect.
    • Buff This change makes the pummel faster; this is because the previous pummel had an electric effect, but no reduced hitlag modifier that other electric pummels had, such as Pikachu's.
    • Nerf Pummel deals less damage (2% → 1.5%).
  • Forward throw:
    • Buff Forward throw's Shadow Balls send at a lower launch angle (43° → 38°), making them connect more reliably and allowing it to KO at high percentages.
    • Change Forward throw is no longer weight dependent, making the shots connect less reliably against lightweights and more reliably against heavyweights.
    • Change The increased hitlag makes the shots connect more reliably at lower percents, while the changes to knockback make the shots connect less reliably at higher percents.
      • Nerf However, the new mechanic of hitlag being reduced as the number of players in a match increases worsens the shots' ability to connect in battles with 3 or more players.
  • Back throw:
    • Change Back throw has an altered animation; Mewtwo tosses the opponent over its shoulder nonchalantly.
    • Buff Back throw deals more damage (10% → 11%) and has higher knockback scaling (75 → 79), now being almost exactly as strong as it was in Melee.

Special moves

  • Shadow Ball:
    • Buff Shadow Ball reaches its full charge more quickly (138 → 123 frames).
    • Buff Shadow Ball, when combined with Mewtwo's faster mobility, has proper combo potential at various percentages depending on its charge.
    • Buff Fully charged Shadow Ball has less startup lag (frame 23 → 18).
    • Buff Fully charged Shadow Ball has more knockback scaling (67 → 71), improving its KO potential.
    • Nerf Shadow Ball deals less shield damage (-0.6 uncharged, -4 charged).
  • Confusion:
    • Buff Confusion has larger hitboxes (6.4u/9.2u → 7.4u/10.2u), improving its range.
    • Buff Confusion now incapacitates opponents for very slightly longer as their percent increases in specific increments, notably enabling a near-inescapable followup in forward aerial when performed in the air at very high percentages.
    • Change Confusion no longer corrects the opponent's position to the center of the ripple, which may leave them too far away to follow up with an attack. However, this may also leave the opponent far enough to be unable to punish Mewtwo with an aerial attack for using the move.
    • Nerf Confusion halts Mewtwo's horizontal momentum in the air, hindering its utility as a recovery move and landing mixup.
  • Teleport:
    • Change Teleport has a darker, more distinct visual effect when Mewtwo disappears and reappears.
    • Buff Teleport has less landing lag (52 frames → 44).
    • Buff Teleport can grab on to ledges more easily, with the new ledge grab range being roughly twice its original size.
    • Buff Teleport grants slightly more intangibility frames (frames 9-17 → 9-19).
    • Nerf Teleport retains less horizontal momentum on the ground due to Mewtwo's increased traction, making ledge-canceling notably harder to perform.
  • Disable:
    • Buff Disable briefly grants intangibility on startup (frames 10-16).
    • Buff Disable travels farther, improving its horizontal range.
    • Buff Disable's hitbox is lower down (Y offset: 0 → -1.7), and further out (Z offset: 0 → 2.5), improving its range against short opponents, and its horizontal range.
    • Nerf Disable's ground only hitbox is slightly smaller (2.34u → 2.3u).
    • Nerf Disable has more ending lag (FAF 47 → 52).
    • Change Disable has an altered animation; Mewtwo spreads its arms out without leaning forwards. The particle effect has also been changed to become a green flash of light that travels outwards at eye level, making its hitbox clearer.
  • Psystrike:
    • Change Mewtwo's Final Smash, Psystrike, has modified visual effects. The projectile is colored purple and white throughout the orb instead of purple at the edge and black/yellow/blue in the center. The center of the orb resembles a burst of energy instead of a vortex, and the move also causes more intense visual effects when it hits an opponent.
    • Buff Psystrike deals more damage (30% → 40%).
    • Change It has altered knockback (50 base/80 scaling → 80/40), making it stronger on smaller stages but weaker on larger stages.

Update history[edit]

Mewtwo has received a mixture of buffs and nerfs, but has been noticeably buffed overall. In update 2.0.0, its recovery became safer as Teleport grabs 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 increased weight, and some of its moves deal more damage and gained more range. This same update also increased Shadow Ball's knockback, but made it significantly less of a threat on shield. 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 was given slightly less start-up. As a result, Mewtwo fares better compared to release.

Super Smash Bros. Ultimate 1.1.0

  • Nerf Disable has more ending lag (FAF 47 → 52).

Super Smash Bros. Ultimate 2.0.0

  • Nerf Dash attack has a lower shieldstun multiplier. (1.875x → 1.3x).
  • Change Forward tilt now always sends opponents in front of Mewtwo.
  • Buff Teleport can grab on to ledges more easily, with the new ledge grab range being roughly twice its original size.

Super Smash Bros. Ultimate 3.0.0

  • Buff Mewtwo's weight was increased (77 → 79), slightly improving its endurance.
  • Buff Neutral attack has less start-up lag (frame 6 → 5).
  • Buff Forward tilt deals more damage (10%/9%/8% → 11%/10%/9%), although its knockback was compensated.
  • Buff Up tilt deals more damage (6%/5%/4.5% → 7%/6%/5.5% (early), 5%/4%/3% → 6%/5%/4% (late)), although its knockback was compensated.
  • Buff Up tilt's tip hitbox's angle has been adjusted (361° → 110°). This improves its combo potential.
  • Buff Forward smash has more range.
  • Buff Up aerial deals more damage (11%/10%/9% → 12%/11%/10%), although its knockback was compensated.
  • Buff Edge roll grants more intangibility.
  • Buff Edge attack has slightly more range.
  • Buff Shadow Ball has more knockback.
  • Nerf Shadow Ball deals less shield damage.

Super Smash Bros. Ultimate 4.0.0

  • Buff Mewtwo has a slightly shorter and thinner hurtbox on its tail.
  • Buff Up smash's last hit has more knockback scaling (107 → 111).
  • Buff Up smash's last hit has a longer hitbox duration (frames 22-23 → 22-25).
  • Buff Down smash has less ending lag (FAF 44 → 41).
  • Buff Back throw deals more damage (10% → 11%) with no compensation on knockback.
  • Buff Confusion has less startup lag (frame 12 → 10) with its total duration reduced as well (FAF 45 → 43).
  • Buff Confusion starts reflecting projectiles earlier (frame 12 → 10).

Super Smash Bros. Ultimate 7.0.0

  • Buff Overall shield size has been increased by 1.1×.
  • Buff Mewtwo's shielding pose has been altered to reduce the possibility of a shield stab.
  • Buff Down tilt's hitboxes have altered positions on frame 6 to reach more into the plane of gameplay, preventing it from missing characters completely during certain animations.


  • Mewtwo possesses a special double jump which causes it to ascend in a slow and floaty manner. In midair, if a jump is input at the same time as an aerial attack, the upward momentum of the double jump will continue after the attack is performed, which can lead to aerial combos. This trait is shared with Ness and Lucas.
  • Mewtwo can wall jump.

For a gallery of Mewtwo's hitboxes, see here.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   4% Extends its arm to emit a pulse of dark energy. Repeatedly pressing the attack button causes Mewtwo to sway its arm up and down to emit multiple pulses of dark energy before finishing with a dark energy-infused upward swipe. The first hit can jab reset. The infinite's finisher also has decent knockback and can KO at very high percentages near the ledge.
1% (loop), 2% (last)
Forward tilt   11% (near), 10% (mid), 9% (far) Mewtwo spins, then swings its tail forward. It is Mewtwo's strongest tilt attack, KOing at around 80% near the ledge. It has long range and can be angled, which makes it a great spacing option.
Up tilt   7% (nearest), 6% (near), 5% (far), 4% (farthest), 5.5% (farthest hitbox to opponents in front of Mewtwo) Telekinetically backflips to swing its tail in an overhead arcing motion. Its hitboxes launch opponents at favorable angles for comboing into itself, an up smash, neutral aerial, back aerial, or up aerial at low percentages. It can also be used for juggling beginning at medium percentages. It covers a very wide range, hitting opponents near Mewtwo's back, making it a reliable move for catching landings.
Down tilt   Tail Sweep 5% (near), 4.5% (mid), 4% (far) Crouches and spins around to swing its tail in front of itself. Due to it hitting on frame 6 and having low ending lag, it is Mewtwo's fastest tilt, which allows it to function as a good out of shield option. It is also among Mewtwo's best combo starters, being able to combo into an up tilt, up smash, neutral aerial, forward aerial, and up aerial.
Dash attack   12% (clean sweetspot), 9% (clean sourspot), 6% (late sweetspot), 4% (late sourspot) A lunging, dark energy-infused palm thrust. Its clean sweetspot deals above average knockback, which can KO at very high percentages (starting at around 140% at the ledge). Depending on the hitbox it hits with and the opponent's damage, it can combo into neutral, forward, and up aerial. Its disjointed hitbox grants it impressive range for a dash attack, which makes it a decent punishment option at certain distances, and potentially difficult for the opponent to punish from a proper distance.
Forward smash Shadow Blast 20% (blast), 16% (arms) Quickly cups its hands to its side, and then thrusts them forward to perform a double palm thrust that emits a blast of dark energy. It is Mewtwo's most damaging smash attack, and is an incredibly powerful punish out of a shield break or Disable, KOing at around 65% near the ledge uncharged, and even its sourspot has respectable power. Due to it hitting on frame 19 and having 31 frames of ending lag, however, it is very punishable when whiffed, though it is relatively safe on shield when spaced. It can be angled. It resembles Mewtwo's special move animation from Pokemon Stadium.
Up smash Galaxy Force 2% (hits 1-3), 10% (hit 4) Thrusts its arm upward to emit a swirling blast of dark energy. It functions very well as an anti-air attack due to the energy blast itself being a large disjoint that covers above Mewtwo's head, along with boasting multi-hit properties and having a long duration. Due to it hitting on frame 9, it is quite fast for a smash attack of its power, and has the lowest amount of start-up lag out of Mewtwo's smash attacks. However, it has the highest endlag out of Mewtwo's entire moveset at 46 frames, making it very punishable.
Down smash Shadow Bomb 16% Extends its arm at a diagonal angle toward the ground to emit a blast of dark energy from its fingertip. It is one of the few down smashes that does not hit on both sides, but it is powerful nonetheless, and has the highest knockback scaling out of Mewtwo's entire moveset. While it has noticeable startup at frame 21, its ending lag relative to its power and startup is extremely low, as Mewtwo can act out of it after 41 frames. As such, it is safe on shield, and potentially even on whiff. It can also 2-frame punish at the ledge if timed correctly. As a result, Mewtwo's down smash is overall a very versatile move in its kit as it provides immense safety and power, and serves as a great punishment out of a successful Disable or shield break.
Neutral aerial Body Spark 1.6% (hits 1-5), 4% (hit 6) Discharges electricity around itself with its limbs spread out. With only 7 frames of startup, it is tied with forward aerial for having the lowest startup lag out of Mewtwo's aerials. Its hitboxes are positioned at Mewtwo's hands and feet and keep the opponent trapped, whereas its last hitbox launches them. As a result, it is very useful for disrupting opponents, as Mewtwo has full control over its aerial movement during the attack. Its linking hits can also drag opponents down if fast-falling, which can lead to grounded follow-ups and even gimps. If landed the first hit only on grounded opponents, it can link into forward and up smash for a kill confirm
Forward aerial Shadow Scratch 13% A dark energy-infused swipe. Due to it hitting on frame 7, it is tied with neutral aerial for having the lowest amount of start-up lag out of Mewtwo's aerial attacks. When coupled with its respectable damage output and high knockback scaling, it is one of Mewtwo's most viable KOing options. It also boasts combo potential at low percentages, as it can also combo into itself, or be used as a follow-up from down tilt or neutral aerial. Due to its very fast speed, versatility at a wide range of percentages (boasting combo potential and KO potential at low and high percentages, respectively), and decent range, it is a staple in Mewtwo's neutral game and moveset, and it is not uncommon for it to be considered one of the best, if not the best forward aerial in the game.
Back aerial   13% (near), 11% (mid), 9% (far) Swings its tail behind itself in an upward arc. It covers a very wide area and deals relatively high knockback, making it very potent at edgeguarding, particularly against midair jumps, and allows it to easily wall out opposing approaches. However, it has the second highest amount of start-up lag out of Mewtwo's aerial attacks at frame 13.
Up aerial   12% (near), 11% (mid), 10% (far) Backflips to swing its tail in an overhead arcing motion, similarly to its up tilt. Its good knockback growth, large range and decent damage output makes it a viable juggling and KOing option. Despite its appearance, it is unable to hit opponents next to Mewtwo, unless if used during a fast-fall near the ground (which can start combos at low percentages).
Down aerial   14% (grounded opponents, aerial sourspot), 15% (aerial sweetspot) Backflips to perform a dark energy-infused stomp. It is Mewtwo's most damaging aerial attack. It is also a very powerful meteor smash when sweetspotted in the air. Due to it hitting on frame 15, however, it has the highest amount of start-up lag out of Mewtwo's aerials. Despite its aforementioned dark energy visuals appearing right where Mewtwo stomps, it does not have a darkness effect. Its sourspot boasts respectable power and can KO grounded opponents at around 140%. Its moderately low landing lag combined with its diagonal angle also allows it to function as a low to mid-percentage combo starter.
Grab   Telekinetically holds an opponent. Mewtwo's grab range and speed are average.
Pummel   1.5% Releases a pulse of darkness into the opponent.
Forward throw Shadow Cannon 3% (hit 1), 2% (Shadow Balls) Telekinetically lifts the opponent diagonally in the air before firing five Shadow Balls at them. It is among the most damaging throws in the game when all hits connect, dealing 13%. However, the Shadow Balls can be reflected if the opponent wears a Franklin Badge, while other nearby opponents with reflectors and/or absorption moves can choose to intercept it, while opponents can also DI to avoid other incoming projectiles at higher percentages.
Back throw   11% Telekinetically throws the opponent backward. Its high damage and knockback makes it one of the strongest back throws in the game and one of Mewtwo's most viable KOing moves, KOing middleweights at around 95% near the ledge.
Up throw Psychic Whirlwind 12% Telekinetically whirls the opponent around itself before launching them upward above its head. This is the strongest up throw in the game, while being difficult to properly DI due to its purely vertical angle. As a result, it is extremely useful for KOing at high percentages if Mewtwo lands a grab, especially on stages with platforms. It KOs middleweights at around 131% from ground level, and at around 100% on Battlefield's top platform.
Down throw   4% (hit 1), 5% (throw) Telekinetically slams the opponent to the ground, and then somersaults in order to strike them with its tail. It has low knockback and somewhat high ending lag. As a result, it cannot properly combo into most of its moves until very high percentages, though it can be used to punish an opponent's reaction or create 50/50 setups.
Floor attack (front)   7% Telekinetically spins around to swing its tail before getting up.
Floor attack (back)   7% Telekinetically spins around to swing its tail before getting up.
Floor attack (trip)   5% Performs a dark energy-infused swipe behind itself and then in front of itself while getting up.
Edge attack   7% Swings its tail in front of itself while climbing up.
Neutral special Shadow Ball 2.5% (uncharged), 25% (fully charged) Cups its hands to its side and creates a large, blackish violet sphere of dark energy between its hands, then thrusts its hands forward to launch the sphere. It can be fired immediately, which, when coupled with its erratic movement pattern, allows it to function as a pressuring option like Fireball. Conversely, it can be charge-canceled. Although its charge time is quite long, it possesses great KO potential when fully charged. A fully charged Shadow Ball also deals above-average shield damage and possesses transcendent priority, being able to break shields at half health or less. A fully charged Shadow Ball also deals recoil upon being fired; as a result, using it in midair will propel Mewtwo a moderate distance backward, which can help or hinder its recovery depending on which way it faces. Shadow Ball can potentially act as a combo starter at various percentages depending on its charge, notably into moves like dash attack, dash grab, and forward aerial. It can be B-reversed.
Side special Confusion 1.15% (hits 1-7), 1% (throw), 1.4× (reflected projectiles) Swipes forward to emit a ripple of psychic energy from its hand. It has impressive utility, courtesy of it functioning as a reflector, a command grab, and even a potential recovery option. As a grab, the ripple spins opponents around and leaves them tumbling at a frame disadvantage dependent on their damage, being able to combo into down tilt and forward aerial at high percents, with the latter being a KO setup. As a recovery option, it functions as a Fall Break, with its first use in midair giving Mewtwo a slight vertical boost, although it halts most of its horizontal momentum.
Up special Teleport Teleports to a different location. It is completely invulnerable during the move. It has less ending lag if Mewtwo Teleports directly back onto the ground, and it grants Mewtwo some horizontal momentum if ended in midair. A great recovery move due to its aforementioned intangibility as well as travelling a long distance.
Down special Disable 1% Emits a minuscule spark of psychic energy from its eyes toward the opponent, stunning them. It only works if the opponent is facing Mewtwo and grounded. If the opponent is in the air, they are slightly launched backward with set knockback, instead of being stunned, which will likely put them into a tech situation and potentially allow another opportunity to land the move. Useful at high percentages to guarantee a KO, but difficult to land. Due to being a projectile, Disable can also be reflected. Disable grants intangibility from frames 10 to 16, allowing it to beat out grounded maneuvers when timed properly, such as dash grabs.
Final Smash Psystrike 40% Mega Evolves into Mega Mewtwo Y and performs Psystrike, its signature move in the Pokémon games. Psystrike is a powerful sphere of psychic energy that plows through both opponents and walls, and any opponent caught will be stunned before being launched by an intense, mind-shattering blow. Incredible power, KOing at around 50% from center stage.

On-screen appearance[edit]

  • Emerges from a large mass of dark energy and then descends onto the ground.


  • Up Taunt: Folds its arms as it telekinetically spins around on the spot while laughing ominously. Resembles the animation Mewtwo performs while using a physical move in the Pokémon Stadium games. If Mewtwo is holding an item, the item will telekinetically twirl around with it on the final spin.
  • Side Taunt: Surrounds itself in a flame-like aura of dark energy, similarly to Lucario's up taunt.
  • Down Taunt: After turning to face the screen, it waves its hand in a circular motion in front of itself. It then proceeds to thrust its opposite arm forward while emitting a small spark of dark energy from its palm. If Mewtwo is holding an item, the item will orbit telekinetically around its body as it does this.

Idle poses[edit]

  • Crosses its arms and then moves them outward.
  • Holds out one hand in front of itself.

Victory poses[edit]

  • Left: While radiating a dark aura, Mewtwo raises its left hand in front of itself while pulling back its right hand. Mewtwo then thrusts its right hand forward, emitting dark energy sparks from its palm. Mewtwo emits an ominous growl throughout the pose. In Japanese, it says "私は負けるわけにはいかない!", which translates to "I cannot afford to lose!"
  • Up: Mewtwo crosses its arms as it turns its back to the screen, and looks back over its shoulder, scoffing. In Japanese, it says "私はなぜ ここにいるのか…?", which translates to "Why am I here...?"
  • Right: Does a single spin while levitating, then poses with a dark aura bursting from its body as it laughs. In Japanese, it says "愚かな!", which translates to "Foolish!"
A small excerpt of the title theme of Pokémon Red, Blue, Yellow, and Green Versions, a track which would go on to become the Pokémon main theme and the title theme for the entire series.

In competitive play[edit]

As a result of its nerfs from Smash 4, Mewtwo has not made an impact in Ultimate's early metagame. Most of Mewtwo's playerbase from Smash 4 have dropped the character in favor of other characters, leaving it to have a below average representation. Although Mewtwo has 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. While Mewtwo is still widely considered to be a low-to-mid tier character, the buffs, as well as decent regional placements by players such as Zenkai, has led some people to believe that the character has untapped potential, and MKLeo began occasionally using Mewtwo in late 2019 to some success. However, this is currently debatable, because Mewtwo's playerbase and results remain small in spite of its perception.

Notable players[edit]

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[edit]

Mewtwo's congratulations screen.

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.

Round Opponent Stage Music Notes
1 Ness NessHeadSSBU.png and Lucas LucasHeadSSBU.png Fourside Fourside (Melee)
2 Cloud CloudHeadSSBU.png Midgar Snowman Lucas LucasHeadGreySSBU.png is a CPU ally. His costume is based on the Masked Man, a form his twin brother Claus assumed upon being brainwashed by Porky Minch in Mother 3.
3 Ryu RyuHeadSSBU.png and Ken KenHeadSSBU.png Suzaku Castle Fight On! Cloud CloudHeadAdventSSBU.png is a CPU ally. Cloud's mind was briefly taken over by Sephiroth in Final Fantasy VII.
4 Richter RichterHeadSSBU.png Dracula's Castle Vega Stage Ken KenHeadGreySSBU.png is a CPU ally. His costume is based on Violent Ken, a form he assumed upon being brainwashed by M. Bison in SNK vs. Capcom: SVC Chaos and Ultra Street Fighter II: The Final Challengers.
5 Palutena PalutenaHeadSSBU.png and Pit PitHeadSSBU.png Skyworld Lament of Innocence Richter RichterHeadBlackSSBU.png is a CPU ally. Richter was brainwashed by Shaft in Castlevania: Symphony of the Night.
6 Pikachu PikachuHeadSSBU.png, Pichu PichuHeadSSBU.png, Jigglypuff JigglypuffHeadSSBU.png, and Lucario LucarioHeadSSBU.png Kalos Pokémon League Destroyed Skyworld Pit PitHeadBlackSSBU.png is a CPU ally. Pit lost control of his body due to the Chaos Kin sealing his soul into a ring in Kid Icarus: Uprising.
Bonus Stage
Final Master Hand and Crazy Hand Final Destination Battle! (Lorekeeper Zinnia) Pikachu PikachuHeadRedSSBU.png is a CPU ally. Ash's Pikachu was cloned by Mewtwo in Pokémon: The First Movie.

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[edit]

Finding Mewtwo 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).

Fighter Battle[edit]

No. Image Name Type Power Stage Music
Mewtwo SSBU.png
12,000 Spear Pillar (Ω form) Battle! (Dialga/Palkia) / Spear Pillar


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[edit]

As the main opponent[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
ReDead The Legend of Zelda series Mewtwo Team MewtwoHeadPurpleSSBU.png (×4)
2,100 Hyrule Castle (Battlefield form) N/A •The enemy has super armor but moves slower
Stamina battle
•The enemy favors down specials
Song of Storms
Abra Spirit.png
Abra Pokémon series Mewtwo MewtwoHeadYellowSSBU.png
2,000 Saffron City N/A •Timed battle
•Only certain Pokémon will emerge from Poké Balls (Abra)
Battle! (Wild Pokémon) - Pokémon Sun / Pokémon Moon
Mega Mewtwo Y Spirit.png
Mega Mewtwo Y Pokémon series Mewtwo MewtwoHeadPinkSSBU.png
9,500 Spear Pillar (hazards off) •Sudden Final Smash •The enemy will suddenly have a Final Smash Pokémon Red / Pokémon Blue Medley
Mew Spirit.png
Mew Pokémon series Mewtwo MewtwoHeadPinkSSBU.png
13,900 Kongo Jungle •Invisibility
•Hazard: Fog
•The stage is covered in fog
•Timed battle
•The enemy is invisible after a little while
Pokémon Red / Pokémon Blue Medley
Celebi Pokémon series Mewtwo MewtwoHeadCyanSSBU.png
13,600 Garden of Hope (Battlefield form) •Flowery
•Hazard: Fog
•The stage is covered in fog
•You constantly take minor damage
•The enemy heals over time
Pokémon Gold / Pokémon Silver Medley
Milotic Pokémon series Mewtwo MewtwoHeadPinkSSBU.png
4,200 Kalos Pokémon League •Defense ↑ •Timed battle
•The enemy has increased defense
•The enemy shields often
Battle! (Wild Pokémon) - Pokémon Ruby / Pokémon Sapphire
Deoxys Spirit.png
Deoxys (Normal Forme) Pokémon series Mewtwo MewtwoHeadOrangeSSBU.png
13,300 Mario Galaxy (Battlefield form) •Attack Power ↑ •The enemy has increased attack power
•Only certain Pokémon will emerge from Poké Balls (Deoxys)
Battle! (Lorekeeper Zinnia)
Uxie, Mesprit, & Azelf Pokémon series •Tiny Mewtwo (×3) (MewtwoHeadYellowSSBU.pngMewtwoHeadPinkSSBU.pngMewtwoHeadBlueSSBU.png)
9,000 Spear Pillar (Battlefield form) •Health Recovery •The enemy's special moves have increased power
•The enemy is healed when the enemy's at high damage
Battle! (Dialga/Palkia) / Spear Pillar Uxie (yellow costume), Mesprit (pink costume) and Azelf (blue costume)
Palkia Spirit.png
Palkia Pokémon series Mewtwo MewtwoHeadPinkSSBU.png
9,400 Spear Pillar •Hazard: Left Is Right, Right Is Left •Left and right controls will suddenly reverse after a little while Battle! (Dialga/Palkia) / Spear Pillar
Necrozma Pokémon series •Gold Mewtwo MewtwoHeadPurpleSSBU.png
9,400 Spear Pillar •Giant •The enemy is giant when the enemy's at high damage
•The enemy's special moves have increased power
Stamina battle
Battle! (Elite Four) / Battle! (Solgaleo/Lunala) Ultra Necrozma
Orbulon WarioWare series Mewtwo MewtwoHeadPinkSSBU.png
3,700 Balloon Fight (Battlefield form) •Assist Trophy Enemies (Starman) •Hostile assist trophies will appear
•The enemy deals damage when falling
•The enemy has increased jump power
WarioWare, Inc.
Inspired Bayonetta series Mewtwo Team MewtwoHeadPinkSSBU.png (×4)
1,900 Umbra Clock Tower N/A •The enemy's physical attacks have increased power
•The enemy starts the battle with a Rocket Belt
One Of A Kind
Esna Ever Oasis Mewtwo MewtwoHeadCyanSSBU.png
9,200 Mushroom Kingdom II •Flowery •You constantly take minor damage
•The enemy's FS Meter charges quickly
Dawn in the Desert
The Devil (Cuphead) Cuphead •Giant Mewtwo MewtwoHeadPurpleSSBU.png
4,000 Castle Siege •Attack Power ↑
•Assist Trophy Enemies
•Hostile assist trophies will appear after a while
•The enemy has increased attack power when the enemy's at high damage
•The enemy starts the battle with a Death's Scythe
Flashes of Fear
or Floral Fury (with Cuphead DLC)

As a minion[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
Medusa Head Castlevania series Meta Knight MetaKnightHeadNavySSBU.png
•Tiny Mewtwo MewtwoHeadCyanSSBU.png (x5)
3,600 Dracula's Castle •Move Speed ↓ •You have reduced move speed after a little while
•The enemy falls slowly
•Defeat an army of fighters
Starker / Wicked Child Medusa Head's snakes
Satoru Trade & Battle: Card Hero series Shulk ShulkHeadBlackSSBU.png
Mewtwo MewtwoHeadBrownSSBU.png
Ridley RidleyHeadMetaSSBU.png
Bowser BowserHeadBlackSSBU.png
1,700 Pokémon Stadium 2 •Move Speed ↓ •Defeat the main fighter to win
•The enemy's melee weapons have increased power
•Reinforcements will appear during the battle
Worthy Rival Battle

Alternate costumes[edit]

Mewtwo Palette (SSBU).png
MewtwoHeadSSBU.png MewtwoHeadOrangeSSBU.png MewtwoHeadBlueSSBU.png MewtwoHeadBrownSSBU.png MewtwoHeadPinkSSBU.png MewtwoHeadYellowSSBU.png MewtwoHeadCyanSSBU.png MewtwoHeadPurpleSSBU.png


Character Showcase Video[edit]


  • Mewtwo's artwork for Ultimate resembles its artwork for Pokémon FireRed/LeafGreen, albeit with its hands and legs posed slightly differently.
  • Mewtwo was confirmed to be a playable character in Ultimate before Pikachu, making this the first time Pikachu was not the first Pokémon to be announced as part of the roster.
  • Mewtwo was the last non-DLC character added to the Super Smash Bros. Blog.
    • However, due to Mr. Game & Watch's blog page only being available on the Asian websites until December 7, Mr. Game & Watch was the last character added to the blog on non-Asian websites.
  • Mewtwo is the only character who has its victory grunts/laughter omitted from the English Sound Test.
  • Mewtwo is one of three characters whose Classic Mode route centers around protagonists and heroes for opponents. The other two who share this attribute are Dark Samus and Ganondorf. All three characters of which face heroes/protagonists from their own series.
    • Similar to Dark Samus, Mewtwo's teammates are based on being possessed to fight other opponents for its Classic Mode route, thus making Mewtwo's route an inverse of Joker's.
  • There's currently a positioning glitch when Mewtwo performs an air dodge when facing left. It will be facing away from the screen when disappearing and reappearing.
  • Mewtwo is the only character who can stun other fighters in Ultimate without the use of items or breaking shields.
  • Mewtwo, Cloud, and the Hero are the only three playable characters to speak in Japanese in at least one version of the game to never speak in English in any version of the game.
    • Out of those three, Mewtwo is the only one who is not a property of Square Enix and is a first-party character.
  • Uniquely, when Mewtwo is poisoned or under the effect of Eiha or Eigaon, its eyes glow green, similar to the startup of Disable, in addition to usual angrier expression.