Mewtwo (SSBU): Difference between revisions

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On the contrary, [[/Down smash|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|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.
On the contrary, [[/Down smash|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|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|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), 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.
[[/Forward smash|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 and great power. [[/Forward aerial|Forward aerial]] is a safe poke when spaced on landing, a useful combo starter at low percentages, and a reliable KO option. [[/Neutral aerial|Neutral aerial]] consists of multiple hits, 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. This makes Mewtwo's approach game with these moves significantly weaker against opponents that have good range or fast anti-airs.
Mewtwo's aerials are some of the best in the game, with generally quick start-up, low landing lag and great power. [[/Forward aerial|Forward aerial]] is a safe poke when spaced on landing, a useful combo starter at low percentages, and a reliable KO option. [[/Neutral aerial|Neutral aerial]] consists of multiple hits, 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. This makes Mewtwo's approach game with these moves significantly weaker against opponents that have good range or fast anti-airs.


[[/Back aerial|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. As a result, it cannot fulfill the role of giving Mewtwo good effective range in the neutral game. [[/Down aerial|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, and can also serve as a situational combo starter at low to medium percentages.
[[/Back aerial|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|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|Two Frame]], and can also serve as a situational combo starter at low to medium percentages.


Mewtwo's [[/Neutral special|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 [[wavebounce]]s, [[B-reverse]]s, 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|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 [[/Neutral special|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 [[wavebounce]]s, [[B-reverse]]s, 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|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|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 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. It additionally has intangibility frames before the attack comes out, making it able to beat out poor grounded approaches and serve as a very niche defensive option in the air.
Mewtwo's [[/Down special|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|up]] and [[/Back throw|back throw]]s are both among the strongest in the cast, while [[/Forward throw|forward throw]] is excellent at racking up damage. Mewtwo's [[/Down throw|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. To counteract this, however, Mewtwo's grab range is fairly average overall, which can sometimes hurt the utility of its throws in close-quarters combat or out of shield. In comparison, 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.
Mewtwo also possesses a strong [[grab]] game. Its [[/Up throw|up]] and [[/Back throw|back throw]]s are both among the strongest in the cast, while [[/Forward throw|forward throw]] is excellent at racking up damage at low percentages and possibly killing near the ledge at higher percentages. Mewtwo's [[/Down throw|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. To counteract this, however, Mewtwo's grab range is fairly average overall, which can sometimes hurt the utility of its throws in close-quarters combat or out of shield. In comparison, 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.
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.
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Lastly, 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|up smash]], as using it at the right time can prevent any [[stall-then-fall]]s. [[/Forward smash|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.
Lastly, 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|up smash]], as using it at the right time can prevent any [[stall-then-fall]]s. [[/Forward smash|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.


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 disadvantageous matchups against characters such as {{SSBU|Falco}} and {{SSBU|Palutena}}. 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. 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.
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 {{SSBU|Falco}}, {{SSBU|Bayonetta}} and {{SSBU|Palutena}}. 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.
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.
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