Mewtwo (Super Smash Bros. Melee)

Origins
Mewtwo (Japanese:ミュウツー, Myūtsū) made his debut in 1996, on the Pokémon series of games and animé. He was the 150th Pokémon in the Pokédex and can be caught only after beating the game. He resides in the Unknown Dungeon next to Cerulean City. He has also starred in his own movie, providing his backstory as the genetic clone of Mew.

Pros

 * Superbly long and safe recovery
 * Throws that can combo and kill
 * Powerful projectile
 * Long wavedash
 * Fast tilts with combo capacity
 * Can edge-guard faraway opponents by jumping off the ledge because his long recovery ensures a safe return
 * Can double jump cancel
 * A Mewtwo player is such a novelty that few players know how to play against him effectively.
 * Airdodge turns him invisible, making it impossible to tell which direction he is going in (This is especially useful for confusing opponents when wavedashing).
 * Can moonwalk
 * Shadow Ball can deal damage while charging, lowering Mewtwo's vulerability when charging it, and making it an excellent edge-guarder.
 * Has a spike move
 * Powerful aerial attacks, especially his Fair, which are made even stronger by his enormous jumping capabilities

Cons

 * Very big target
 * Easily KO'ed due to his light weight and floatiness
 * Exceedingly poor approach, due to lack of fast defensive options
 * Poor spot dodge

Metagame and Tier Ranking
Mewtwo is considered, played at the highest metagame, the worst character. He is last place on the current tier list.

Versus Fast Fallers

 * Fast fallers are the easiest characters to combo in the game. They include Fox, Falco, Captain Falcon, and in some cases Roy.  A lot of combos carry over and work on most of the characters in this category.  Here are some of the basic setups for these characters:
 * Downtilt
 * A downtilt can start up many combos at varying percentages against fast fallers. It combos into more downtilts and then into grabs.  Usually you can get in two downtilts and follow up with a grab at low percents.  At high percents it can set up for aerials.
 * Uptilt
 * An uptilt is an awkward but effective setup. It's generally used to interupt an aerial attack, but it, like the downtilt, can combo into itself.  It sets up nicely for aerial attacks.
 * Upthrow
 * Although mostly effective against Fox and Falco, this usually leads to juggles at low percents.
 * Downthrow
 * While never providing any "true" combos, this will set up for combos if your opponent DI's incorrectly. If they DI towards you then you can grab them again, or begin a downtilt assault into a grab.  If they do DI properly you still have the option of tech chasing, something that Mewtwo is very capable of due to his excellent wavedash.
 * Forward Air
 * The Mewtwo standard juggle for fast fallers, and one of many Mewtwo players' favorite move. This sets up for multiple fairs at low percents and at least two fairs at moderate percents.  It also sets up for upairs, or tilts if you perform it close to the ground or perform an instant DJC.
 * Up Air
 * Another great juggling aerial. Often underrated due to Mewtwo's fair, but in a lot of situations it's better.  Combo's into itself and other aerials with ease.

Taunt

 * Total time: 120 frames
 * First moment of laughter ("HMHMHMHMHMH!"): 1

Weight

 * Mewtwo is tied for the 17th heaviest character in the game, along with Young Link and Roy.

Speed

 * Mewtwo is ranked 16th place in walking speed.
 * He is tied for 17th place in dashing speed.

Falling speed

 * Mewtwo is ranked as the 19th fastest in average falling speed and 21st at maximum falling speed.

Traction

 * Mewtwo has the 3rd lowest traction in the game; this means he slides further when shielding an enemy attack and when wavedashing.

Jump
Frame Data:
 * Airborne on frame 6
 * Air time: 60 frames
 * Earliest possible time to fastfall: 31 frames
 * Air time (including fastfall): 44 frames

Short hop

 * Short hop air time: 35 frames
 * Earliest possible time to fastfall after short jump: 20 frames
 * Short hop air time (including fastfall): 24 frames

Double jump

 * Earliest possible time to fastfall after second jump: 48 frames

Mewtwo can gain extra height on his second jump by performing an attack late in his jump. 34 frames after double jumping, Mewtwo's attacks will cause the greatest change in height. Attacking after 33 frames causes him to jump almost as high, and attacking before or after this optimal time will cause Mewtwo's second jump to be extended less and less.

Air dodge

 * Visible: frames 1-3, 30-33
 * Invisible (and invincible): frames 4-29
 * Total time: 39 frames

Mewtwo is the only character that disappears when he air dodges, though the purple fire from a charged Shadow Ball is still visible when he air dodges.

Sidestep
Mewtwo has the 4th slowest sidestep. Thus, if Mewtwo dodges an attack, enemies will often still be able to punish him during the lag of his dodge. This means that his slow sidestep is often unuseful in evading quick attacks, although it does allow him to avoid all the hits of longer multihit attacks, like Peach's down smash.
 * Invulnerable frames 2-21 out of 37

Roll

 * Invulnerable frames 4-19 out of 37
 * Mewtwo can roll much farther than any other character in the game.

Landing Lag

 * 4 frames

Dash

 * Dash becomes run at frame 19
 * Turn around time (when running): 37 frames
 * When turning, Mewtwo first faces the other direction on frame 22

Ledge Properties

 * Ledge stand below 100%
 * Total time: 33 frames
 * Invincible frames 1-30
 * Ledge stand above 100%
 * Total time: 59 frames
 * Invincible frames 1-55
 * Ledge roll below 100%
 * Total time: 49 frames
 * Invincible frames 1-27
 * Ledge roll above 100%
 * Total time: 79 frames
 * Invincible frames 1-74
 * Ledge attack below 100%
 * Total time: 55 frames
 * Invulnerable frames 1-22
 * Hits on frames 26-30
 * Ledge attack above 100%
 * Total time: 69 frames
 * Invulnerable frames 1-46
 * Hits on frames 50-52
 * Ledge jump below 100%
 * Total time: 52 frames
 * Invulnerable frames 1-15
 * Soonest possible fastfall: frame 46
 * Ledge jump above 100%
 * Total time: 67 frames
 * Invincible frames: 1-21
 * Soonest possible fastfall: frame 52
 * NOTE: The time at which his invincibility ends is also the time at which Mewtwo no longer occupies the edge, and it can be grabbed by other characters.

Neutral A

 * 3-6% damage
 * Frame Data:
 * Total time: 29 frames
 * Hits on frame 8
 * Rapid A can be started any time during frames 3-28

Rapid A

 * 1-2% damage
 * Frame Data:
 * Total time: 79 frames
 * Hits on frames 13, 20, 27, 34, 41, 48, 55, 65

Dash attack

 * 3-9% damage
 * Frame Data:
 * Total time: 49 frames
 * Hits on frames 10-29
 * IASA frame 38

Forward tilt

 * 2-10% damage
 * Can be angled up or down
 * Frame Data:
 * Total time: 31 frames
 * Hits on frames 6-8
 * IASA frame 29

Up tilt

 * 2-10% damage
 * Frame Data:
 * Total time: 31 frames
 * Hits on frames 6-11
 * IASA frame 28

Down tilt

 * 2-9% damage
 * Frame Data:
 * Total time: 29 frames
 * Hits on frames 5-7

Forward smash

 * 6-27% damage
 * Frame Data:
 * Total time: 59 frames
 * Hits on frames 18-19
 * Starts charging on frame 14
 * IASA frame 52

Down smash

 * 8-20% damage
 * Frame Data:
 * Total time: 59 frames
 * Hits on frames 20-21
 * Starts charging on frame 17
 * IASA frame 38

Up smash

 * 1-20% damage
 * Frame Data:
 * Total time: 79 frames
 * Hits on frames 9-10, 13-14, 17-18, 21-22, 25-26, 29-30, and 33-34
 * Starts charging on frame 2
 * IASA frame 70

Neutral aerial

 * 1-16% damage
 * Frame Data:
 * Total time: 54 frames
 * Hits on frames 5-6, 9-10, 13-14, 17-18, 21-22, 25-26, 29-30, 33-34, 37-38
 * IASA frame 42
 * Landing before frame 4 or after frame 39 of this attack causes the move the auto cancel.
 * Landing while using this attack results in 1 frame of damage
 * Lag when landing: 26 frames
 * Lag when landing (l-canceled): 13 frames

Forward aerial

 * 7-14% damage
 * Frame Data:
 * Total time: 39 frames
 * Hit on frames 5-7
 * IASA frame 36
 * Landing after frame 35 of this attack causes the move to auto cancel
 * Lag when landing: 26 frames
 * Lag when landing (l-canceled): 12 frames

Back aerial

 * 4-13% damage
 * Frame Data:
 * Total time: 31 frames
 * Hits on frames 12-15
 * Landing before frame 2 or after frame 35 of this attack causes the move to auto cancel
 * Lag when landing: 28 frames
 * Lag when landing (l-canceled): 14 frames

Up aerial

 * 5-12% damage
 * Frame Data:
 * Total time: 37 frames
 * Hits on frames 9-11
 * IASA frame 35
 * Landing before frame 3 or after frame 33 of this attack causes the move to auto cancel
 * Lag when landing: 20 frames
 * Lag when landing (l-canceled): 10 frames

Down aerial

 * 7-16% damage
 * Frame Data:
 * Total time: 57 frames
 * Hits on frames 18-21
 * IASA frame 47
 * Landing before frame 5 or after frame 45 of this attack causes the move to auto cancel
 * Lag when landing: 28 frames
 * Lag when landing (l-canceled): 14 frames

Grab and Throws
Mewtwo has the 12th longest grab range.

Standing Grab

 * Total time: 30 frames
 * Grabs on frames 7-8

Running grab

 * Total time: 40 frames
 * Grabs on frames 9-10

Throws

 * Grab attack: 1-3% damage
 * Forward throw: 1-8% damage (roughly doubles if the opponent is pinned against a wall)
 * Back throw: 6-11% damage
 * Up throw: 6-17% damage
 * Down throw: 6-17% damage

Shadow Ball (Neutral B)

 * Uncharged 2% damage
 * Full Charged 25% damage
 * Frame Data:
 * Charging
 * Starts charging: 18
 * Full charge achieved at frame 119
 * When charging, hits during the first 2 frames of damage, then loops in a pattern of 2 frames without damage and 3 frames with damage
 * Rolling from charging the Shadow Ball occurs immediately (1 frame)
 * L/R to stop charging: 8 frames lag
 * Shooting the Shadow Ball from charging
 * Total time: 24 frames
 * Projectile is released frame 9
 * Shooting a fully charged Shadow Ball
 * Total time: 41 frames
 * Projectile is released frame 26
 * Shadow Ball lasts 69 frames before disappearing

The Ball doesn't move forward in a straight line, instead it moves up and down, but the total range and the place where it ultimetly strikes is around the same place when it does go in a staight line. The Knockback is nice, but if you use this too much the enemy will punish you for that! So don't use this move often. You can stop the Charging by either pressing R or L, or by move sidewards. As you can see it is better to use this attack while charging, but if you do that, the enemy will more likely dodge the attack, and attack you afterwards, for it is very obvious your gonna use it if you charge it 1 feet in front of him/her, and noneotherless the enemy could even attack you while charging.

Confusion (Forward B)

 * 10% damage
 * Frame Data:
 * Total time: 55 frames
 * Grabs on frames 12-15
 * Reflects projectiles on frames 12-38

This move isn't actually worth using. what it does is spin the enemy in fron of you (asuming there is one), and dealing 10%. After he/she gained damage, he/she'll be able to use an aerial attack, which will send you away, or open up a combo for the enemy!

This move can be used to kill the enemy almost instantanously, but it is very risky. Your best chances are at Battlefield, here you must position an enemy near/on the edge (not hanging!), and you, as mewtwo, need to use confusion while falling near the same edge, to drop the enemy below the edge. If done correctly, you are able to jump back using your second and third jump, and the enemy won't be able to go back, for it must first get to the side fo the plaform, before going upwards. But then again, this is very risky!

There is howover 1 way to make use of this. When you are trying to comeback, and you have a nice height, you need to move/fall to the edge of the platform, which is usually the platform the enemy is edgeguarding at, and then you need to use the move to suprise the enemy! If done correctly the enemy wont be able to hit you, cause he/she will either be surprised, or mewtwo has fallen down enough. Then you can teleport to the edge without having to worry about an attack coming at you! You need to however get away from the edge as quick as possible. And you must not use this often!

Disable (Down B)

 * 1% damage
 * Causes the enemy to enter a state of weariness (similar to that of a character breaking his shield)
 * Frame Data:
 * Total time: 39 frames
 * Disabling eye spark comes out frame 15
 * Eye spark lasts 7 frames

When you use this, you and your enemy must have eye contact, and be within 10 yards of range maximum of eachother! If you use this, the enemy will go, as said above, go in a state of weariness. If the enemy is in this state, and you use this move again, the enemy will fly backwards. If you use this move in the air, and you make eye contact, the enemy will drop as if it is dead and fall down, untill he/she jumps or uses the third jump.

Contrary to popular belief, this move is actually quite useful and is much harder to punish than people think. Although skilled players are able to get out of the disable quickly, there is still an ample amount of time for mewtwo to grab or down smash.

Teleport (Up B)

 * Does not damage the opponent
 * Frame Data:
 * Total time (if Mewtwo teleports to a mid-air location): 32 frames
 * Total time (if Mewtwo teleports to the ground): 46 frames
 * Invincible frames 8-17
 * Lag when landing: 30 frames
 * Lag when landing (after finishing his teleport): 4 frames

If you use this move, by pushing the control stick upwards, and pressing B, you need to quickly push the control stick to the side you want to go! This may take some time to master, but it will be hard to unlearn it. You can use this move to escape or as third jump. You may also try to use this move while and the ground, and use to downwards, to suprise the enemy for still being on the same place, and dodging his/her attack! Don't use this move to often, you will get a suitable punishment! (Yes, you do get punished with everthing you you use it too much...)

Azen

 * Azen vs. Chu Dat(Samus): This video, made in 2003, is dated; however, it's still a showcase of good Mewtwo play.

Germ

 * Germ vs. Zelgadis(Falcon)

MookieRah

 * MookieRah: Believe in Yourself

Taj

 * ShadowClaw (Low Res)
 * ShadowClaw (Mid Res)
 * ShadowClaw (Hi Res)

UmbreonMow

 * UmbreonMow vs. Cape (Bowser) part 1
 * UmbreonMow vs. Cape (Bowser) part 2

Pdiz

 * Pdiz vs. Gimpyfish(Bowser) part 1
 * Pdiz vs. Gimpyfish(Bowser) part 2