Mewtwo (Super Smash Bros. Melee)

Origins
Mewtwo 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
 * 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 actually know how to play against him effectively.

Cons

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

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

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-jump Threshold: 22
 * Run turnaround: 37

Ledge Properties

 * Ledge stand below 100%
 * Total: 33
 * Invincible: 1-30
 * Ledge stand above 100%
 * Total: 59
 * Invincible: 1-55
 * Ledge roll below 100%
 * Total: 49
 * Invincible: 1-27
 * Ledge roll above 100%
 * Total: 79
 * Invincible: 1-74
 * Ledge attack below 100%
 * Total: 55
 * Invulnerable: 1-22
 * Hit: 26-30
 * Ledge attack above 100%
 * Total: 69
 * Invulnerable: 1-46
 * Hit: 50-52
 * Ledge jump below 100%
 * Total: 52
 * Invulnerable: 1-15
 * Soonest FF: 46
 * Ledge jump above 100%
 * Total: 67
 * Invincible: 1-21
 * Soonest FF: 52
 * NOTE: Mewtwo can grab the ledge extremely quickly. This allows him to attack or air dodge near the ledge and still grab it.

Neutral A

 * 3-6%
 * Frame Data:
 * Total: 29
 * Hit: 8
 * Window of the Dark Flame: 3-28
 * Dark Flame starts: 12 (or later)
 * Dark flame delayed by 1 frame

Rapid A

 * 1-2%
 * Frame Data:
 * Total: 79
 * Hit: 13, 20, 27, 34, 41, 48, 55, 65

Dash attack

 * 3-9%
 * Frame Data:
 * Total: 49
 * Hit: 10-29
 * IASA: 38

Forward tilt

 * 2-10%
 * Angled down
 * http://img206.imageshack.us/img206/7792/dftilt4xj.gif
 * Angled up
 * http://img489.imageshack.us/img489/3940/uftilt5gw.gif
 * Frame Data:
 * Total: 31
 * Hit: 6-8
 * IASA: 29

Up tilt

 * 2-10%
 * http://img489.imageshack.us/img489/4141/utilt11wt.gif
 * Frame Data:
 * Total: 31
 * Hit: 6-11
 * IASA: 28

Down tilt

 * 2-9%
 * http://img206.imageshack.us/img206/3002/dtilt12ka.gif
 * Frame Data:
 * Total: 29
 * Hit: 5-7

Forward smash

 * 6-27%
 * Frame Data:
 * Total: 59
 * Hit: 18-19
 * Charge Frame: 14
 * IASA: 52

Down smash

 * 8-20%
 * Frame Data:
 * Total: 59
 * Hit: 20-21
 * Charge frame: 17
 * IASA: 38

Up smash

 * 1-20%
 * Frame Data:
 * Total: 79
 * Hit: 9-10, 13-14, 17-18, 21-22,
 * 25-26, 29-30, 33-34
 * Charge frame: 2
 * IASA: 70

Neutral aerial

 * 1-16%
 * http://img203.imageshack.us/img203/2142/nair10cp.gif
 * Frame Data:
 * Total: 54
 * Hit: 5-6, 9-10, 13-14, 17-18, 21-22,
 * 25-26, 29-30, 33-34, 37-38
 * IASA: 42
 * Auto cancel:
 * Landing during move has 1 frame of damage
 * Landlag: 26
 * Lcanceled: 13

Forward aerial

 * 7-14%
 * http://img203.imageshack.us/img203/7352/fair14ei.gif
 * Frame Data:
 * Total: 39
 * Hit: 5-7
 * IASA: 36
 * Auto cancel: 35>
 * Landlag: 25
 * Lcanceled: 12

Back aerial

 * 4-13%
 * http://img204.imageshack.us/img204/204/bair16qj.gif
 * Frame Data:
 * Total: 31
 * Hit: 12-15
 * Auto cancel:
 * Landlag: 28
 * Lcanceled: 14

Up aerial

 * 5-12%
 * http://img472.imageshack.us/img472/9544/uair10pv.gif
 * Frame Data:
 * Total: 37
 * Hit: 9-11
 * IASA: 35
 * Auto cancel:
 * Landlag: 20
 * Lcanceled: 10

Down aerial

 * 7-16%
 * http://img204.imageshack.us/img204/4493/dair19sc.gif
 * Frame Data:
 * Total: 57
 * Hit: 18-21
 * IASA: 47
 * Auto cancel:
 * Landlag: 28
 * Lcanceled: 14

Grab and Throws
Mewtwo has the 12th best grab range, and his grabbing speed is 7 frames which is the same as Sheik's.

Standing Grab

 * Total: 30
 * Grab: 7-8

Running grab

 * Total: 40
 * Grab: 9-10

Throws

 * Grab Attack 1-3%
 * Forward Throw 1-8% (About 20% if done facing a wall)
 * Back Throw 6-11%
 * Up Throw 6-17%
 * Down Throw 6-17%

Shadowball
with damage
 * Uncharged 2%
 * Full Charged 25%
 * Frame Data:
 * Starts charging: 18
 * Full charge achieved at frame 119
 * When charging, does first 2 frames of damage, then loops 2 no damage and 3
 * Rolling while charging starts ASAP
 * L/R to stop charging: 8 frames lag
 * Shot from charging
 * Total: 24
 * Comes out on frame 9
 * Shot from full
 * Total: 41
 * Comes out on frame 26
 * Shadow Ball lasts 69 frames

Confusion

 * 10%
 * Frame Data:
 * Total: 55
 * Grab: 12-15
 * Reflect: 12-38

Disable

 * 1%
 * Total: 39
 * Eye spark comes out: 15
 * Eye spark lasts 7 frames

Teleport

 * N/A
 * Frame Data:
 * Total (ends in air): 32
 * Invincible: 8-17
 * Total (ends on ground): 46
 * Landlag: 30
 * Landfallspeciallag: 4

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.

Azen

 * Azen(M2) vs. Chu(Samus)
 * This video is quite dated; however, it's still a good source of good Mewtwo play.

Germ

 * Germ(M2) vs. Zel(Falcon)

MookieRah

 * MookieRah: Believe in Yourself

Taj

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

UmbreonMow

 * Mow(M2) vs. Cape(Bowser) part 1
 * Mow(M2) vs. Cape(Bowser) part 2

Terminology Index

 * Advantage
 * This combines shield stun, hit lag, and the remaining duration of the attack into a number. It shows how fast you can act after finishing your attack as opposed to your opponent acting after the shield stun. For aerial attacks, this shows as if you hit with the attack the very frame before landing. Shown here, your opponent can act 10 frames before you can, albeit from a shield.
 * NOTE: not all Advantage numbers are 100% accurate. If you hit with an attack 1 frame later, you will gain 1 frame advantage, there's no telling exactly which frame you'll hit on for every attack. I've tried to show both ends of the possibility spectrum for attacks that have a large hit window.
 * ANOTHER NOTE: Sometimes there are attacks that can be quickly be done in succession (mostly rapid A ones), which have a different advantage than waiting for the move to finish and do a totally different move. In this case, the advantage number shows how fast your followup attack will have a hitbox out.
 * Air time
 * Total time your character is in the air from their first jump, assuming no attacks.
 * Auto cancel
 * Landing during an air attack such that your character goes into their standard landing animation instead of the animation for whatever attack they were doing.
 * Charge frame
 * When charging a smash attack, this is the frame during which your character flashes in place. When you release A, your character holds the pose for 1 additional frame. You can charge for 60 frames max.
 * Earliest FF
 * If you press down on or after this frame, you will fast fall. There is a short window (3 frames) before this during which you may begin holding down, and you will fastfall on this frame when it arrives.
 * FF air time
 * The time your character will be in the air with immediate fast falling.
 * Hit
 * examples 12, 14-16
 * Frames during which there's a hitbox. The same hitbox can't hit the same opponent more than once. For B moves, I may describe the hitboxes.
 * IASA
 * Interruptible As Soon As. You can do an attack, jump, dash, turn, crouch, or shield on the IASA frame. You can interrupt with B moves on the ground only.
 * Jump: airborne on frame X
 * This is the first frame you are truly in the air, and you can begin attacks on this frame. To short hop, you must be holding jump for no longer than X-2 frames.
 * Landfallspeciallag
 * After most up Bs and some other Bs, you fall flashing black and can't do anything. This number shows the real lag you get upon landing.
 * Landlag
 * For A air attacks, this shows the lag time of that attack if you land while doing it. For B attacks, it shows the lag you get if you land while doing it, but only if it actually gives you a landing animation, as opposed to some B attacks that simply continue the animation on the ground.
 * Lcanceled
 * The lag time of an air attack when L cancelled.
 * Ledge Thingies (don't you just love this one?)
 * For ledge jumps, the character leaving the ledge and the invincibility running out coincide. For other ledge thingies, the character uses the ledge for the duration of the animation, unless it is interrupted.
 * Run turnaround
 * The time your character takes to turn around while running. You can jump out of this, but nothing else can cancel it. It can vary, depending on your momentum. The number given is according to the character's maximum running speed, and is assuming you keep holding the stick in the direction of the turn.
 * SAF
 * Soonest Actionable Frame. The first frame of any move during which you can do anything else. Like IASA, only also applicable to noninterruptible moves. This might be replacing IASA.
 * Shield hit lag
 * This is how many frames your attack freezes in place while hitting your opponent's shield (or them).
 * Shield Stun
 * If your opponent shields this attack, this is how many frames they are in shield stun. The first frame of their shield getting hit doesn't count, because they could have jumped or dodged or rolled on that frame, so they can't really be said to be in stun.
 * Total
 * The total duration of the attack. If the total is 30, you are stuck doing that attack for 30 frames. Frame 1 is the frame you pushed the button(s) on that caused you to do the attack.
 * Turn-jump threshold
 * When a character is running and they turn around to dash in the other direction, they can interrupt the turning animation with a jump. The turn-jump threshold frame is the first frame of the turn in which the character will be facing the way they came.

External links and credits
ThomasTipman, for hitbox gifs. SuperDoodleMan, for his awesome collection of frame data as well as the frame terminology. ''DARKFORCE, for the Mewtwo video Compendium Percentages from Official Nintendo Power guide. Maintained via MookieRah.