Mewtwo (SSBU)

Mewtwo (, Mewtwo) is a playable character in Super Smash Bros. Ultimate. It was officially revealed on June 12th, 2018 alongside and the rest of the veterans. Like in Super Smash Bros. Melee, Mewtwo is once again an unlockable character. Mewtwo is classified as Fighter #24.

's portrayal of Mewtwo from Super Smash Bros. 4 was reused in Ultimate.

Mewtwo is ranked 63rd out of 82 on the current tier list, placing it in the C+ tier. This is a drastic drop from its 10th out of 54 placement in SSB4, the largest drop for a veteran in the transition from SSB4 to Ultimate. Mewtwo’s greatest strengths lie in its offensive capabilities, being able to rack up large amounts of damage via its strong normals and special moves. Most notably, Shadow Ball is a strong and versatile projectile that serves as a centerpiece to Mewtwo’s main game plan, allowing it to apply pressure to opponents by being a strong tool for KOing and allowing for combos at its weaker charges courtesy of Mewtwo's high mobility. Additionally, Mewtwo has a multitude of viable KO tools which allows it to secure stocks reliably, such as the aforementioned Shadow Ball, forward aerial, back aerial, its powerful kill throws and smash attacks. Its other specials have their place in Mewtwo’s game plan as well - Confusion and Disable allow Mewtwo to set up into KOs, with the former also acting as a reflector, giving it an answer to camping opponents with projectiles. In addition to being a strong tool for recovery especially when paired with Confusion and its double jump, Teleport possesses low lag, allowing it to be used as an escape option should Mewtwo find itself in a bad spot.

Despite these strengths, Mewtwo packs some severe, glaring weaknesses, most notably in its weight and size. Mewtwo is tied for the seventh lightest character in the game and it is prone to losing stocks at low percents. Unlike the other characters in its weight class, Mewtwo is easier to hit and combo because of how tall and floaty it is, making match ups such as and  notoriously difficult for Mewtwo. Its slow double jump and lack of combo breaker moves, combined with the aforementioned downsides, leads to Mewtwo having a relatively poor disadvantage state (outside of recovery), made worse by its infamous tail hurtbox, making Mewtwo easier to be clipped by a lot of attacks while also adding extra risk to the usage of tail moves.

Overall, while Mewtwo possesses strong tools and high KO power, as well as a powerful projectile and combo game courtesy of Shadow Ball, it is difficult for it to find consistency due to its nature of being a tall lightweight character. As a result, Mewtwo rarely sees representation in competitive play, however its more dedicated players have allowed it to find some success in the meta. Prior to his inactivity/retirement, was the main rep for Mewtwo as a co-main to his, with solid results. Since then, other players have started performing well with Mewtwo such as, and.

How to unlock
Complete one of the following: Mewtwo must then be defeated on Spear Pillar (the Ω form is used in World of Light).
 * Play VS. matches, with Mewtwo being the 60th character to be unlocked.
 * Clear with  or any character in his unlock tree, being the last character unlocked after.
 * Have Mewtwo join the player's party in World of Light.

Attributes
Mewtwo is a large, tall fighter with a slew of powerful moves, but it is actually a lightweight fighter (tied for 7th lightest in the game with, , , and ). Despite its size, Mewtwo's overall mobility is outstanding: it has above-average traction, the 20th fastest walking speed, the 9th fastest dashing speed, is tied (with, , , and ) for the 6th fastest initial dash, and has the 3rd fastest air speed in the game. Mewtwo has a low initial jump, but its short hop is rather high and its double jump is the highest in the game (albeit delayed); additionally, Mewtwo has average air acceleration and falling speed with below-average gravity. Given these attributes, Mewtwo falls squarely into the glass cannon category and must use its uniquely fast mobility to land devastating blows while avoiding close-quarters combat where its size – particularly its notoriously vulnerable tail – and light weight can become a liability.

Mewtwo's overall damage output is very high, especially in regard to its grounded moves. Neutral attack is a fairly disjointed neutral infinite that can regularly rack up 20% or more damage if the opponent is caught at close range, but it is unsafe on shield. Forward tilt is a strong tail swipe with good range and a sweetspot that can KO reliably at high percentages while near the edge, but it has moderate start-up and ending lag. In addition to its deceptively high power, it can also be angled to serve as a niche anti-air or ledge-hanging punish option. Up tilt is an overhead tail swipe with generous range around Mewtwo's entire body and its large but brief sweetspot (located directly in front of Mewtwo) launches opponents up and toward Mewtwo, making it an excellent combo starter in neutral. Down tilt is a low tail sweep boasting relatively low ending lag, quick start-up, and good grounded range while launching opponents at mostly vertical angles. This makes it a great neutral and combo tool, comboing into all of Mewtwo's aerials and up tilt if the opponent is hit at close range. While down tilt is technically unsafe on shield, its overall quick speed and long range make it difficult to punish if an enemy reacts too slowly.

On the contrary, down smash is safe on shield and is notorious for causing immense shield damage if it connects. Nonetheless, it is still a risky move to use in the neutral game, due to it having the most amount of start-up among all of Mewtwo's smash attacks and being one of the few down smashes in the entire game to only hit on one side. In contrast, Up smash has the quickest start-up of all Mewtwo's smash attacks and is a great anti-air to catch forced landings, but also has the highest ending lag and is generally the most punishable move in Mewtwo's moveset.Forward smash has decent range, can be angled and is Mewtwo's most powerful smash attack in terms of knockback when spaced (being able to KO at mid percentages while close to the edge) and can potentially allow it to dodge attacks via shifting its hurtbox, since it leans back just before charging it, but has noticeable ending lag and is also not safe on shield if landed at close range. These traits make Mewtwo one of the strongest characters in the game in terms of outright KO power, though it is optimal for players to not play too close to opponents with quick movement, disjointed range, or attacks that are fast enough to punish any mistakes. However, Mewtwo can also use its great ground speed to move in and punish mistakes using these moves, making it necessary for high-level players to recognize when to approach offensively.

Mewtwo's aerials are some of the best in the game, with generally quick start-up, low landing lag, long range and great power. Forward aerial is a claw swipe that serves as a safe poke when spaced on landing, a useful combo starter at low percentages, and a reliable KO option; it is considered by many to be among the best forward aerials in the game due to its safety, speed, and power. Neutral aerial consists of Mewtwo emitting electricity from its hands and feet for multiple hits, before launching opponents away with a large electricity discharge surrounding its full body. The move is a capable combo starter at all percentages, and is a safe poke when it is spaced sufficiently; it is also Mewtwo's best out-of-shield option due to his aerial speed allowing it to safely escape pressure (compared to committing to its laggy up smash). Though his forward and neutral aerials are fast and threatening, they are only slightly disjointed and the former lacks range. This makes Mewtwo's approach game with these moves significantly weaker against opponents that have long weapons or strong projectiles.

Back aerial is Mewtwo's second slowest aerial, primarily being used to wall out offstage opponents who have poor range and/or recoveries. However, it can be beaten out by disjoints easily, cannot reliably hit close to ground at any height, and leaves Mewtwo's tail very vulnerable if it whiffs. Since it swings its tail upwards, it is also less effective when Mewtwo is falling downwards, and is better used while Mewtwo is rising from its midair jump. As a result, it cannot fulfill the role of giving Mewtwo good effective range in the neutral game. Down aerial has the most startup of Mewtwo's aerials, but is a very strong meteor smash when sweetspotted, has a decently disjointed hitbox directly beneath Mewtwo that can two frame punish, and can also serve as a situational combo starter at low to medium percentages.

Mewtwo's neutral special, Shadow Ball, has excellent versatility, as it can combo into virtually any of Mewtwo's quicker moves at any percent depending on the charge of the projectile. When fully charged, it also becomes a reliable KO move at high percents, and deals decent shield damage for good measure. 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 can utilize techs like wavebounces, B-reverses, Shadow Ball cancels and turnaround specials to make its movement even more tricky, improving its baits and punishes. However, it has a decent amount of startup, making it risky to use at close range. Its side special, Confusion, is a command grab with decent range that doubles as a somewhat slow but very active reflector and can be used for combo setups, though alert opponents can react out of it before Mewtwo below a certain amount of damage.

Mewtwo's down special, Disable, is a risky option in most situations due to its start-up, high ending lag and its requirement that the opponent be within a very short distance away while also facing Mewtwo on the ground for it to work. However, if landed at mid to high percentages, it more often than not leads to a guaranteed stock by allowing Mewtwo to punish the opponent with any option that will KO, such as with Down Smash or a charged, upward-angled Forward Smash. It additionally has intangibility frames before the attack comes out, making it easier to beat out poor grounded approaches with while also ensuring that Mewtwo will not stun the opponent while simultaneously taking a hit, and serving as a very niche defensive option in the air.

Mewtwo also possesses a strong grab game. Its up throw and back throw are both among the strongest in the cast, while forward throw is excellent at racking up damage at low percentages and possibly killing near the ledge at higher percentages. Mewtwo's down throw has respectable combo potential: it can combo into upward angled forward tilt and up tilt (depending on the opponent's DI) at low percentages, and into forward aerial at medium percentages, with the latter also being a reliable KO combo on the majority of the cast at high percentages if they fail to DI properly. Mewtwo's grab range is only slightly above average which can sometimes hurt the utility of its throws in close-quarters combat or out of shield, but its dash grab is relatively quick and has great range due to Mewtwo's very fast dashing speed, making it useful as a surprise burst option.

Due to Mewtwo's varied attributes and special moves, its recovery potential is arguably the best in the game. Its combination of having the 3rd fastest air speed, the highest double jump in the game, low gravity and average falling speed give it great longevity and mobility off-stage. Teleport, its primary recovery move, covers a long distance and provides full intangibility and directional mobility, making it nearly impossible to edgeguard if Mewtwo chooses to teleport to the edge from above. Furthermore, two of its other special moves offer a form of assistance with recovery: a fully charged Shadow Ball's recoil can push Mewtwo back far enough to be a viable horizontal recovery option if aimed away from the stage, and Confusion can turn it around, temporarily stalls it in the air when used once and can be combined with the momentum from a rising double jump when used twice to go even higher. With these options, Mewtwo has many ways to mix up its recovery and get safely back on-stage, while still being able to punish reckless edgeguarders with its powerful and long ranged up and back aerials without losing recovery distance.

Mewtwo has surprisingly good range for a lightweight fighter. All of its smash attacks have disjointed hitboxes that allow them to beat out attacks safely; this is especially evident with up smash, as using it at the right time can prevent any stall-then-falls. Forward smash can be angled up or down to catch an airborne opponent or to edgeguard low recoveries, respectively. Mewtwo's 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 walling tool against opponents with low range attacks. Its tilts also use its tail, so they have good range as well. 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.

To compensate for its large size, Mewtwo is granted with traits and unique defensive options that allow him to escape pressure. Its forward and back rolls have among the longest traveling distances in the game, making them deceptively effective for movement compared to those of other characters of similar size. Its edge attack has among the longest ranges out of the roster, allowing it to punish reckless edgeguarders. All of its air dodges render it invisible; combined with its fast air speed and moderate air acceleration, Mewtwo can play mind games with its aerial drift while invisible. Offstage, Mewtwo's incredibly long-distanced recovery enables him to use air dodges and safely recover in situations when many other fighters wouldn't. In addition, using a neutral air dodge immediately after using Mewtwo's double jump causes it to immediately gain height while maintaining intangibility and invisibility, making it useful to mix up opponents in the air. Mewtwo's Teleport travels a significant distance and can be used very quickly out of shield (frame 9 intangibility) as a long-ranged evasive maneuver, allowing it to gain more favorable stage positioning and space from aggressive opponents – especially when teleporting off of platforms to avoid pressure. And though it is brief, Disable provides intangibility frames just before Mewtwo emits the light from its eyes, giving it niche defensive use with good timing even in the air where the projectile cannot be clanked with.

Despite Mewtwo's strengths, it has some noticeable weaknesses, the most glaring of which is its infamously poor endurance. Mewtwo's very light weight makes it easy to KO, while its tall frame, average falling speed and below average gravity make it easier to combo compared to other characters of its weight class, this leads to it having horribly disadvantageous matchups against characters such as, and. Furthermore, Mewtwo lacks an effective aerial move to disrupt combos, and an attempt to Teleport out of a combo can be interrupted due to its startup or punished due to its noticeable ending lag and momentum. And compared to all other characters in the game, Mewtwo is also unable to reliably double jump out of juggling pressure due to it taking a noticeable amount of time for his hurtbox to shift vertically. However, its aerial speed and recovery mix-ups can mitigate some of these shortcomings.

Although Mewtwo has a multitude of KO options, it often has trouble landing them due to it needing to safely approach the enemy. 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 (it can also unreliably connect due to some jostle animations). 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. Lastly, its frame data is slightly below-average, which makes its attacks even more prone to punishment if they are not spaced well and used intentionally. As a result, Mewtwo cannot effectively pressure through offensive means, yet needs to rely on its movement options and special moves to create openings from which it can proceed to punish the opponent. During Mewtwo's disadvantage state, it often cannot depend on its offensive options to relieve pressure, and instead must rely on evading and only attacking when necessary.

Overall, Mewtwo is a non-traditional glass cannon who falls under the category of the zoner archetype; it must play cautiously and aware so the opponent does not capitalize on its large 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. Instead, Mewtwo should be played very patiently by controlling space (zoning) as well as baiting and poking with Shadow Ball, its aerials and its movement.

As a result, Mewtwo is a 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 characters, such as 's, it makes up for it with comparatively huge power and damage output. In short, Mewtwo has the attack power and range of an archetypal heavyweight, yet retains the combo game and mobility of a lightweight.

Mewtwo's competitive potential is up for debate as of now. Some professional players believe that Mewtwo should be ranked as a higher end mid tier character due to its excellent mobility and damage racking game. Conversely, other players consider placing it as a low tier due to its large hurtbox and light weight, as well as its potent neutral game being toned down slightly. Mewtwo itself has a small playerbase, but the players who are dedicated to maining it, such as, have managed to achieve respectable placements.

Changes from Super Smash Bros. 4
In the late metagame of SSB4, Mewtwo was ranked as a top tier character (specifically 10th out of 55), thanks to its combination of a potent neutral game, excellent mobility, a powerful projectile, and a dangerous combo game. Mewtwo has received a large mix of buffs and nerfs in its transition to Ultimate, but despite receiving more buffs than nerfs, the latter are especially more prevalent due to the weakening of its most useful options. Because of this, Mewtwo was greatly nerfed overall.

Mewtwo's largest direct nerf was to its hurtbox. Mewtwo has an additional hurtbox on its tail, which widens its hurtbox overall, making it even easier to hit and reducing the disjoint of its tail-based attacks. Considering Mewtwo is already one of the lightest characters in the game and many of its attacks utilize its long tail, 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). Even after game updates later reduced its hurtbox sizes, it remains easy to hit. This worsens both its spacing and defensive game.

Mewtwo has also received many nerfs to its best moves, hindering both its previously strong neutral game and combo ability. Shadow Ball now deals less 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 ending lag, which combined with the changes to knockback, impairs its combo potential and narrows Mewtwo's KO setups, especially into forward aerial. Neutral aerial has heavily increased ending lag, a shorter duration, and much 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, hindering its combo ability into itself and almost completely removing its ability to initiate a deadly wall of pain at low to medium percentages.

In terms of gameplay changes, the changes to air dodges in Ultimate have also hindered Mewtwo more so 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, dash attack and fully charged Shadow Ball 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 decrease in ending lag when uncharged, which coupled with its reduced ending lag makes it an even more versatile option. Mewtwo has also seen a slight weight increase, improving its endurance.

Most of the universal changes to gameplay mechanics have also benefited 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 expanded utility of dash-canceling each benefit Mewtwo, as it can now move around much quicker, occasionally play mindgames on its approach, and punish opponents easier both in the neutral game and out of shield; notably, the increase on its mobility has granted Shadow Ball a significant increase on its combo potential, with access to combos it previously didn't have. Finally, the near-universal reduction to landing lag has made Mewtwo's aerials safer on hit and opened some new combo routes due to its streamlined jumpsquat.

Overall, despite the improvements made to its mobility, endurance, KO power, and the distinct benefits it received from Ultimate's mechanics, these changes do not completely compensate for the considerable nerfs it has received to its defensive potential, combo game, and hurtbox. Game updates, however, have offered Mewtwo numerous buffs that have either helped alleviate some of its issues, improved its strengths, or fixed a few of its moveset's inconsistencies, though these haven't fully compensated for its more drastic issues. Because of this, Mewtwo is less effective than it was in SSB4, retaining its reward but with its further defined weaknesses impairing its viablity.

Update history
Mewtwo received a mix of buffs and nerfs via game updates, but was buffed significantly overall. Update 1.1.0 noticeably increased Disable's ending lag, which made it even riskier to use. Update 2.0.0 improved the consistency of both Teleport and forward tilt: the former enables Mewtwo to grab edges much more reliably, and the latter is more effective for spacing and KOing due to it launching opponents in front of Mewtwo exclusively instead of potentially behind it. However, this update also made dash attack much less safe on shield by noticeably decreasing its shieldstun multiplier.

Update 3.0.0 would then provide Mewtwo's first noteworthy changes: neutral attack has less start-up, up tilt has improved combo potential, forward smash has more range, forward tilt, up tilt and up aerial deal more damage, and Shadow Ball's already impressive power increased even further. Mewtwo's weight also increased slightly, although this is a fairly negligible improvement to its endurance. However, this same update also decreased Shadow Ball's shield damage output as part of a near-universal nerf to projectiles.

In update 4.0.0, Mewtwo's tail hurtbox was shrunken slightly, which made spacing with its tail attacks somewhat more effective. Additionally, some of its primary KO moves were improved, while Confusion's start-up, ending lag and reflection hitbox were each sped up by 2 frames. Update 7.0.0 buffed Mewtwo in a few minute ways. Its shield was enlarged as part of a near-universal buff, and its posture was altered while shielding, both of which make it less likely for it to be shield poked. Aside from these changes, down tilt's consistency was improved: it now reaches further into the plane of gameplay during its frame 6 hitbox, which prevents it from missing some characters entirely in certain situations.

However, update 8.0.0 granted Mewtwo arguably its most notable buffs. Shadow Ball, in particular, improved noticeably thanks to its decreased ending lag, faster traveling speed, and its uncharged version's higher damage output. Altogether, these buffs not only supplement its fully charged version's KO potential, but also made its uncharged version significantly better for both spacing and set-ups. Although somewhat less impactful than Shadow Ball's buffs, down throw's decreased ending lag is nevertheless noteworthy, as it has been repurposed from Mewtwo's least useful move into a decent combo starter that even possesses a KO combo (albeit one that is heavily dependent on DI) into forward aerial at high percentages.

Aside from these buffs, back and up aerials were strengthened, improving their already above-average KO potentials at the cost of slightly worsening their combo potentials. Teleport's landing lag was decreased significantly, which makes Mewtwo less vulnerable when it Teleports directly on-stage in order to recover, escape pressure, or play mindgames. Like a few other characters, Mewtwo's pummel was also enlarged and repositioned to improve its consistency. Lastly, update 13.0.1 increased the damage outputs of both forward tilt and forward throw. As a result, the former's KO potential was improved even further when sweetspotted and it is safer on hit overall, whereas the latter is now the most damaging throw of its kind by default.

Overall, Mewtwo fares significantly better than it did at the launch of Ultimate, thanks to its buffs noticeably expanding the utility of its moveset (particularly Shadow Ball, Confusion, Teleport and down throw) as well as strengthening its already impressive overall power.

 

 

 

 

 

 

 

Moveset
For a gallery of Mewtwo's hitboxes, see here.
 * Mewtwo has a special double jump that propels it in a floatier, curved trajectory with significantly more height. This trait is shared with, , , and . The upward momentum of Mewtwo's double jump can be canceled by inputting a special move or throwing an item.
 * Mewtwo can wall jump.
 * The inner hitboxes of Mewtwo's tail attacks deal more damage and knockback than the outer hitboxes.

On-screen appearance

 * Teleports on-screen while surrounded in a flame-like aura of psychic energy, then descends to the ground as whisps of psychic energy disperse from its body.

Taunts

 * Up Taunt: Folds its arms as it telekinetically spins around on the spot while laughing. Resembles the animation Mewtwo performs while using a physical move in Pokémon Stadium series. If Mewtwo is holding an item, the item will orbit telekinetically around with it on the final spin.
 * Side Taunt: Surrounds itself in a flame-like aura of psychic energy, similarly to and 's up taunts.
 * 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 burst of energy from its palm. If Mewtwo is holding an item, the item will orbit telekinetically around its body during the taunt.

Idle poses

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

Crowd cheer
 

Victory poses

 * Left: While emitting wisps of psychic energy from its body and growling, Mewtwo raises its left hand in front of itself while pulling back its right hand. Mewtwo then thrusts its right hand forward, emitting a pulsating burst of energy from its palm. In Japanese, it says "", which translates to "I cannot afford to lose!"
 * Up: Mewtwo crosses its arms as it turns its back to the screen, and then looks back over its shoulder, scoffing. In Japanese, it says "", which translates to "Why am I here...?"
 * Right: Spins once while levitating and emitting wisps of psychic energy from its body, then strikes a poses while briefly emitting a flame-like aura of psychic energy around itself as it laughs. In Japanese, it says "", which translates to "Foolish!"

Most historically significant players
See also: Category:Mewtwo players (SSBU)


 * - Although his results have been limited to his region and is mixed with other characters such as and, he has placed top 16 consistently in his region while using Mewtwo. He also has solid results at majors, placing 33rd at both  and  primarily using Mewtwo.
 * - Although he was really only active in the first few months of the competitive scene, he established himself as the best Mewtwo player in the world in the early metagame, placing top 64 at all the majors where he used Mewtwo, including 9th at, 17th at , and 33rd at . He was also formerly ranked Area 51 during the Spring 2019 PGRU, the only solo-Mewtwo player ever ranked on a global ranking. He eventually switched to before he stopped competing in tournaments altogether.
 * - The best Mewtwo player of all-time, although his results with Mewtwo were often complemented by or his secondaries. His run to 7th at  marks the highest placement for Mewtwo at a major where Mewtwo was used to win more than one set. In addition, he has placed 9th at both  and  using Mewtwo to defeat  in the former and  in the latter. He has since gone inactive due to sexual misconduct allegations.

Tier placement and history
Initially, the community's perception on Mewtwo was better than in Super Smash Bros. 4, where it was widely considered a top tier character due to Mewtwo's improved KO power, its endurance (its main weakness) being seemingly toned down thanks to increased weight, and benefits from the universal mobility changes. As such, many players believed Mewtwo would become a high tier character or even reassert itself as a top tier character, with the potential to be one of the best characters in the game. This initial opinion didn't stick, however, as Mewtwo's flaws became more prominent. Most notoriously, Mewtwo's extended tail hurtbox caused it to be clipped by many attacks from a noticeable range. Additionally, its disadvantage state has been significantly nerfed due to its larger hurtbox and the changes to air dodging. Due to these nerfs, Mewtwo had little impact in Ultimate's early metagame, with most of Mewtwo's playerbase from SSB4 dropping it in favor of other characters. Although saw initial success with the character, he would also eventually drop the character, leaving Mewtwo with no high-level representation.

Game updates addressed some of Mewtwo's biggest flaws to varying degrees, and dedicated mains such as and  began to gather respectable placements online. In addition, Mewtwo received meaningful buffs during the COVID-19 pandemic, and saw online success from players such as and. However, following the return of offline competitive play, Mewtwo's results continued to remain sparse, with WaDi being the only player who consistently saw respectable placements with the character, and even then his results with Mewtwo were often complemented with other characters. As it stands, opinions on Mewtwo have improved since the early metagame, but remain worse than its reputation during the SSB4 days, making it ranked 63rd on the first and current tier list.

: Psychic Control
Aside from Round 1, Mewtwo is allied with opponents it found in previous Rounds under the premise 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.

Note 2: Items are disabled in Round 3.

Credits roll after completing Classic Mode. Completing it as Mewtwo has  accompany the credits.

Role in World of Light
Mewtwo was among the fighters that were summoned to fight the army of Master Hands.

During the opening cutscene, Mewtwo was present on the cliffside when Galeem unleashed his beams of light. Mewtwo and attempted to reflect the beams using Confusion and Nayru's Love, respectively. However, their efforts failed, with both being vaporized and placed under Galeem's imprisonment, along with the rest of the fighters (excluding ).

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 for Mewtwo being Whispy Woods).

Spirits
Mewtwo's fighter spirit can be obtained by completing. It is also available periodically for purchase in the shop for 300 Gold, but only after Mewtwo has been unlocked. 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. Its fighter spirit has an alternate version that replaces it with its artwork in Ultimate.

Additionally, one of Mewtwo's Mega Evolutions, Mega Mewtwo Y, appears as a primary spirit.

Trivia

 * The pose that Mewtwo assumes in its render for Super Smash Bros. Ultimate is almost identical to the pose it assumes while using Disable.
 * Its render pose also resembles its official artwork for Pokémon FireRed and LeafGreen Versions, albeit with Mewtwo's hands and legs positioned slightly differently.
 * Mewtwo's confirmation as a fighter in Ultimate marked the first time that Pikachu was not the first playable Pokémon to be announced as a part of the roster.
 * Mewtwo was the last non-DLC character added to the Super Smash Bros. Blog.
 * However, due to 's blog page only being available on Asian websites until December 7th, Mr. Game & Watch was the last character added to the blog on non-Asian websites.
 * Mewtwo is the only character whose victory grunts/laughter are omitted from the English Sound Test.
 * Additionally, if Ultimate's language is currently set to either Spanish, German, Dutch or Russian, Mewtwo will be mute during its victory poses. This is due to Ultimate incorrectly loading up its voice clips from the Japanese version, which are not present in the international versions.
 * Mewtwo, and  are the only fighters whose Classic Mode routes center around protagonists and heroes for opponents. All of these fighters face heroes/protagonists from their own home series.
 * Similarly to Dark Samus, Mewtwo's teammates are based on the premise of them being brainwashed to fight other opponents for its Classic Mode route, thus making Mewtwo's route an inverse of 's.
 * There is currently a positioning glitch when Mewtwo performs an air dodge when it is facing left. It will be facing away from the screen when disappearing and reappearing.
 * Mewtwo is the only fighter who can stun other fighters in Ultimate without the use of items or breaking shields.
 * Mewtwo,, and  are the only fighters to speak Japanese in at least 1 version of Ultimate to never speak in English in any version of the game.
 * Out of those fighters, Mewtwo is the only one who is a first-party character and not property of Square Enix.
 * Coincidentally, all of these fighters have been available via downloadable content at one point.
 * While Mewtwo is being attacked by via Pikmin Throw, poisoned or cursed, its eyes turn green just like when it uses Disable. Unlike Disable, Mewtwo's eyes remain green until the Pikmin falls off or the aforementioned effects wear off.
 * Mewtwo's Classic Mode route is the only one that features music that is neither from the stage's home series nor that of the played fighter's universe. Instead, the music is from the ally's home series, with the exceptions being Round 1 (which has no allies) and the Final Round (which features Mewtwo and Pikachu, both of whom are from the series).
 * Datamining Mewtwo's sound files revealed that its defeated voice clip when KO'd by reaching 0 HP during its final stock in Stamina Mode has a "Japanese" variant, much like its victorious voice clips. However, the clip is otherwise identical to the "international" variant.
 * Mewtwo is the only playable Pokémon whose special movesets contain more than 4 moves from the Pokémon.