Mewtwo quickly vanishes and reappears in a different location, depending on how the user tilts the control stick. If it teleports into the air, it will fall in a helpless animation. When used quick enough on the ground, it can be used in place of a dodge, side step, or rolling, as there is less lag time and it throws the opponent off. The only way to travel faster with Mewtwo is its wavedash. This third jump, along with its other normal two jumps, allows for Mewtwo's superbly long and safe recovery. Teleport also passes through attacks. However, this move does not cause any damage to the opponent.
Teleport can be used in a series of advanced techniques, which can be be viewed below.
Teleport is a Psychic-type status move introduced in Generation I, that automatically makes the user run away from a wild Pokémon battle. Using Teleport in a trainer battle will always fail.
It is TM30 in Generation I only, which is the only way to teach it to Mewtwo. In the field, it teleports the trainer to the last Pokémon Center they visited. It is learned naturally by some Psychic-types, of which the most notable is Abra, which is difficult to catch due to Teleport being its only move.
Special Move customization was added in Super Smash Bros. 4. These are the variations:
Like the other DLC characters, Mewtwo lacks custom move variations (aside from the glitch ones in 1.0.6).
Similar variations include:
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