Mewtwo (SSBU): Difference between revisions

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{{iw|wikipedia|Keiji Fujiwara}}'s portrayal of Mewtwo from ''[[Super Smash Bros. 4]]'' was repurposed for ''Ultimate''. This is also the last game for which Fujiwara voiced Mewtwo prior to his death in April 2020.
{{iw|wikipedia|Keiji Fujiwara}}'s portrayal of Mewtwo from ''[[Super Smash Bros. 4]]'' was repurposed for ''Ultimate''. This is also the last game for which Fujiwara voiced Mewtwo prior to his death in April 2020.


Mewtwo is ranked 66th out of 82 on the current [[tier list]], placing it in the D+ 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'',  and its worst placement in the series. 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.
Mewtwo is ranked 66th out of 82 on the current [[tier list]], placing it at the top of the D+ 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'',  and its worst placement in the series. 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 matchups such as {{SSBU|Fox}} and {{SSBU|Falco}} 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.
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 matchups such as {{SSBU|Fox}} and {{SSBU|Falco}} 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.
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|dsname=Disable
|dsname=Disable
|dsdmg=1%
|dsdmg=1%
|dsdesc=[[bulbapedia:Disable (move)|Emits a minuscule spark of psychic energy]] from its eyes that travels forward. It it hits an opponent facing Mewtwo, it [[stun]]s them if they are on the ground. Conversely, it will launch them backward with weak knockback if they are airborne. It only works if the opponent is facing Mewtwo and will have no effect otherwise, making it useless for punishing back aerials, [[cross-ups]], etc. It stuns the opponent for longer the more damaged they are, allowing it to confirm KOs from as low as 50%. Since opponents face the same direction during all of their getup options, it is especially effective at tech-chasing, essentially guaranteeing the power of a charged smash attack with the startup of a uncharged one, though its aforementioned properties make it situational to land otherwise. Due to being a projectile, Disable can also be reflected. Disable grants intangibility on frames 10-16, allowing it to beat out attacks when timed properly. When coupled with its deceptively long range, it can also be used as a surprise landing option against unaware opponents.
|dsdesc=[[bulbapedia:Disable (move)|Emits a minuscule spark of psychic energy]] from its eyes that travels forward. If it hits an opponent facing Mewtwo, it [[stun]]s them if they are on the ground. Conversely, it will launch them backward with weak knockback if they are airborne. It only works if the opponent is facing Mewtwo and will have no effect otherwise, making it useless for punishing back aerials, [[cross-ups]], etc. It stuns the opponent for longer the more damaged they are, allowing it to confirm KOs from as low as 50%. Since opponents face the same direction during all of their getup options, it is especially effective at tech-chasing, essentially guaranteeing the power of a charged smash attack with the startup of a uncharged one, though its aforementioned properties make it situational to land otherwise. Due to being a projectile, Disable can also be reflected. Disable grants intangibility on frames 10-16, allowing it to beat out attacks when timed properly. When coupled with its deceptively long range, it can also be used as a surprise landing option against unaware opponents.
|fsname=Psystrike
|fsname=Psystrike
|fsdmg=40%
|fsdmg=40%