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 portayal 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, not falling under one specific character archetype; despite being tall with a slew of powerful moves, Mewtwo is a lightweight fighter. Its overall mobility is among the best in the game, boasting among the fastest walking, dashing, and air speeds, along with average falling speed and gravity, which gives it a fairly 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 has a very high double jump in order to punish high recoveries, as well as catch up to opponents who stall in the air. Another noteworthy aspect are its aerials; its neutral aerial has a variety of uses, as its very low ending lag gives it great combo potential into its other aerials, or Mewtwo can 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. Up aerial, like back aerial, has large range, and 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. 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 one of Mewtwo's primary strengths is its potent grab game, being among the best in the game. While its grabs' speeds and ranges are only average, its throws well-rounded are very versatile. Forward throw, when all of its hits connect, becomes one of the most damaging throws in the game, giving it damage racking potential and ability to refresh its stale moves. Its up and back throws are among the strongest of their kind, with up throw being able to KO under 165% against any character, and back throw KOing 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. Overall, both its air game and grab game give Mewtwo a variety of options to quickly rack up damage on its opponents.
Mewtwo's varied attributes and special moves also give it among the best recoveries 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, along with all four of its special moves providing 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, Teleport offers a long distance along with full intangibility and maneuverability, and Disable being able temporarily slow down Mewtwo's falling speed. With these options, Mewtwo has many options to mix up its recovery and allow it to safely get back onstage.
In comparison to its air and grab games, Mewtwo's ground game is more powerful, albeit riskier. While overall strong, all but a few of its grounded moves have noticeable ending lag, therefore makes them unsafe if shielded, whiffed, or dodged. One of its best ground moves is its neutral attack; it's a versatile move for many reasons, as it can both jab cancel and jab reset, which allows Mewtwo to start combos more consistently. 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. Lastly, its smash attacks have distinct perks as well; its forward smash is powerful and can be angled, but is very punishable due to having noticeable startup and ending lag. Its up smash has low startup despite its range and power, and it functions as a great anti-air attack due to having a large disjoint that covers above Mewtwo. However, it has the highest amount of ending lag out of its smash attacks, making it very punishable. Lastly, down smash only hits on one side, but it has very high knockback scaling and has 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, and is one of the strongest projectiles in the game when fully charged while doing respectably high shield damage, being able to KO at realistic percentages. 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. The last of Mewtwo's special moves is Disable; as it grants intangibility on startup, it is very useful for punishing bad reactions and can secure KO confirms. However, it's risky to use otherwise because it has to be facing the opponent in order for it to work.
Despite Mewtwo's strengths, it has some noticeable weaknesses. One 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.
The majority of Mewtwo's moveset also possesses some restrictions in spite of their advantages. Mewtwo's tail is only disjointed at its tip on attacks that utilize it, which makes its tail attacks susceptible to being countered. Fully charged Shadow Ball has recoil when used in the air. Disable is punishable if it whiffs and can be reflected because of its status as a projectile, the latter of which can easily lead to a fatal turnabout against Mewtwo at high percentages.
Mewtwo, while having a multitude of KOing options, often has trouble landing them. Up and back throw can be risky to attempt because of its 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, forward aerial and Shadow Ball's KO potentials can be hindered via staleness because of their frequent usage in Mewtwo's combos and neutral game, respectively. Lastly, its frame data is slightly below-average, which makes its attacks even more prone to punishment if they are not spaced well. As a result, Mewtwo can 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 instead having 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 other smashers ZeRo and VoiD consider 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.
Changes from Super Smash Bros. 4
Possibly due to its top tier status in the previous game, Mewtwo has been overall nerfed in its transition from Smash 4 to Ultimate. Arguably its biggest nerf is to the increase in its hitbox size; it has been readjusted at the tail to extend to near its tip, which significantly widens its hurtbox overall, especially in many animations that utilize it (like its back aerial and up aerial). Especially considering that Mewtwo is one of the lightest characters in the game, it has to be much more cautious and makes it much riskier to use its tail attacks, as even a decently strong attack can KO Mewtwo rather easily from a distance that other characters wouldn't get hit by.
Its potent neutral game 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, 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 enough for the nerfs it has received. The first of which 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, now gaining KO potential at high percentages. Other attacks like forward smash has noticeably increased range, allowing it 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 more easily.
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 series 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.
Mewtwo has been noticeably 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. Lastly, Shadow Ball deals more knockback, improving its already great KO potential. However, it is currently unknown how much these changes will affect Mewtwo's current tournament representation, as its playerbase is still very small.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
In competitive play
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
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