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 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
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.
Throws and other attacks
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.
For a gallery of Mewtwo's hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
In competitive play
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.
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.
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