Mewtwo (Super Smash Bros. Melee)


 * This article is about Mewtwo's appearance in Super Smash Bros. Melee. For other uses, see Mewtwo.

Mewtwo (Japanese:ミュウツー, Myūtsū) is a character in Super Smash Bros. Melee. It is one of eleven playable characters that can be unlocked in the game.

Mewtwo is ranked 18th on the current tier list due to its vulnerability against combos and fairly early kills (due to its light weight, large size, and floatiness), KO-ing problems in higher level play, and a severe lack of countering match-ups (though a few are even). However, Mewtwo rose significantly (the highest raise in the tier list and the highest change in any Melee tier list) because of some of his good techniques that people have adapted from the last 2 years of Melee competitive play, like good recovery, teleporting moves, powerful throws, good combos, and a somewhat good chain grabbing ability.

Unlocking

 * Play 20 combined hours of VS. matches. This is divided among the players; 1 player requires 20 total hours, 2 players require 10 total hours, 3 players require 6 hours and 40 minutes, and 4 players require 5 hours.
 * Play 700 VS. mode matches.

Attributes
Mewtwo is a character with incredibly powerful throws (excluding its forward throw, which does little damage and has minimal knockback). In particular, its up throw can combo and kill quite well. Mewtwo is also known for having the fastest backward and forward rolls in the game, as well as covering the most ground. While this increases Mewtwo's defense, it still has overall poor defense due to being large, light, having slow dash speed, and having the highest crouch in the game (which means Mewtwo can't duck under many attacks). Mewtwo's side special move, Confusion, can reflect incoming projectiles, but the reflected projectiles will not harm the opponent who sent the attack. Confusion also stuns the opponent if (s)he is facing Mewtwo which makes it good for setting up KOs, but Confusion can leave Mewtwo open for attack from the opponent it uses it on if (s)he wasn't facing Mewtwo. Mewtwo has very low traction. This allows Mewtwo to have a long wavedash, but it also hurts its approach. Mewtwo is the only character in the game whose down smash only hits one side, but its up smash hits both sides. Mewtwo has a fast and powerful fair with combo and killing potential, but it also has very poor reach. Mewtwo's projectile, Shadow Ball, is powerful. It does require charging to have power, but it damages opponents while charging if the opponent is behind Mewtwo. Mewtwo's up special, Teleport, has decent range and passes through any attack, but it can't attack Mewtwo's opponent. Mewtwo has a meteor smash, down aerial, which is Mewtwo's main killing move. As for advanced techniques, DJC'ing allows top Mewtwo's to combo really well and to combine fair with Up Throw for a chain grab on fast fallers. Mewtwo has fast tilts with combo capacity, can moonwalk, and its air dodge turns Mewtwo invisible (which makes it impossible to tell which direction Mewtwo is going in). On the down side, Mewtwo has a poor spot dodge. Mewtwo is one of the highest jumpers in the game and falls very slowly, which makes recovery easy with it, and its teleport adds to the jumping distance. However, its slow descent speed can make it vulnerable in the air.

Normal

 * Neutral Attack: 6%, then 2% or 1% randomly. Mewtwo reaches its arm out, blasting out a bit of shadow energy. Mewtwo will then blast out a stream of shadow energy. The blasts are somewhat awkward to combo with.
 * Dash Attack: Shadow Shove - 9% when it comes out, 6% during the rest of the attack. Mewtwo holds its arms out while sliding, inflicting damage with shadow energy.
 * Strong Side: Tail Slap - 10%. Mewtwo flicks its tail forward. Quick, decent range.
 * Strong Up: Tail Flip - 5%-10%, depending on where it hits. Mewtwo flips upward, hitting with its tail.
 * Strong Down: Tail Sweep - 9%. Mewtwo spins around, sweeping its tail low.

Smash

 * Forward Smash: Shadow Blast - Mewtwo shoves forward, releasing a pulse of shadow. Similar to Mario's Forward Smash in that it is most powerful the farther away the enemy is. Fairly good range and damage. The close-up non-sweet spotted hit does 12% uncharged, 16% full. Sweet spot does a stronger 20% uncharged, 27% fully.
 * Up Smash: Galaxy Blast - Mewtwo holds its palm up, releasing a storm of shadow energy that hits multiple times. 15% uncharged, 20% full. (If all strikes connect.)
 * Down Smash: Shadow Bomb - Mewtwo hits downward with shadow energy. Good knockback, though moderate range. Only Down Smash in the game to hit on one side. 15% uncharged, 20% full.

Other

 * Ledge Attack - Mewtwo flips onto the stage, using its tail to attack. 8%.
 * 100% Ledge Attack - Mewtwo telekinetically walks on the side of the stage, then suddenly jumps on the stage and swipes with a claw. 10%.
 * Floor Attack - Mewtwo telekinetically gets himself up and spins around with its tail extended. 5%-7%, depending on how close the enemy is.

Air Attacks

 * Neutral aerial: Body Spark: 3-20% damage. (Depends on the number of hits.) Mewtwo releases a long lasting shock out of its body. Good damage if the entire attack hits, good for annoying the opponent.
 * Forward-Aerial: Shadow Claw: 14% damage. Mewtwo slashes forward with shadow energy. High vertical knockback, useful for combos, juggling, and KOs, but mediocre range.
 * Up Aerial: High Tail Flip: 14% damage. (When Sweet Spotted.) Mewtwo flips upward, hitting with its tail. Good juggling move.
 * Back Aerial: Tail Flail: 13% damage. (When Sweet Spotted.) Mewtwo hits behind itself with its tail.
 * Down Aerial: Flip Stomp: 16% damage. (When Sweet Spotted.) Mewtwo flips backward and hits with its foot downward. Can Meteor Smash.

Throws

 * Pummel: Hand Zap: 3% damage. (While holding opponent.) Mewtwo electrocutes the opponent in its grasp.
 * Forward Throw: Multi Shadow Shot: 9% damage. (Do near a wall or overhang for double damage.) Mewtwo throws its foe diagonally forward and shoots with multiple small Shadow Balls.
 * Back Throw: Reverse Throw: 11% damage. Mewtwo uses Psychic to throw its enemy backward powerfully. One of the strongest Back Throws.
 * Down Throw: Tail Smash: 11% damage. (Can hit a nearby foe as well.) Mewtwo throws its enemy down and hits with its tail. Can be used to chaingrab, albeit only on the fastest fallers and the largest characters.
 * Up Throw: Psychic Whirlwind: 12% damage. Mewtwo uses Psychic to throw its foe upward, spinning. Strongest Up throw in the game, one of Mewtwo's better kill moves.

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 interrupt 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 toward you then you can grab them again, or begin a downtilt assault into a grab.  If they DI properly you still have the option of tech chasing, something that Mewtwo is very capable of due to its 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 forward air, but in a lot of situations it's better.  Combos into itself and other aerials with ease.

Down throw

 * Down throw + Down tilt + Forward smash- a basic but useful combo, has some connection issues at higher %s
 * Down throw + f-smash- a more useful combo at nearly any percent.
 * Down throw + d-smash- a combo most CPU Mewtwo like to use, it is reliable.

Trophy Descriptions
In addition to the normal trophy about Mewtwo as a character, there are two trophies about it as a fighter, unlocked by completing the Adventure and All-Star modes respectively with Mewtwo on any difficulty:
 * Mewtwo (Character trophy) Trophy #52:
 * A genetically created Pokémon, Mewtwo is the result of many long years of research by a solitary scientist. Although Mewtwo was cloned from the genes of the legendary Pokémon Mew, its size and character are far different than its ancestor. Its battle abilities have been radically heightened, making it ruthless.
 * Game: Pokémon Red & Blue


 * Mewtwo (Smash Red) Trophy #53:
 * As Mewtwo relies mostly on its powerful brain, there are times when it scarcely uses its arms and legs. Since Mewtwo spends much of its time floating, it flies far when struck. Shadow Ball traces a jagged path once released; the longer Mewtwo holds it, the more powerful it becomes. Mewtwo uses Confusion to spin its foes around.
 * B: Shadow Ball
 * Smash B: Confusion)


 * Mewtwo (Smash Blue) Trophy #54:
 * Mewtwo is definitely not a speedy character, but its ESP-powered grab and throw moves are comparatively strong. Teleport has a short range, but doesn't leave it open to attack. It's best used as an escape move during disturbances. Mewtwo can daze a foe if it makes eye contact and uses Disable; the move is useless unless Mewtwo is facing its enemy.
 * Up & B: Teleport
 * Down & B: Disable)

  Mewtwo trophy (SSBM).jpg|#52 Mewtwo smash trophy (SSBM).jpg|#53 Mewtwo smash 2 trophy (SSBM).jpg|#54 

Trivia

 * When hit, shooting a charged Super Scope blast, or using Disable, Mewtwo's irises turn yellow, similar to how Mr. Game & Watch's body turns yellow when shooting charged Super Scope shots.
 * If the Language is switched to Japanese, in the sound test, Mewtwo has voice recordings. It doesn't talk at all in the American Version, excluding its taunt in the American version, where it laughs.
 * Mewtwo levitates items in front of it when it grabs them, which reflects its use of its psychic powers, instead of simply holding the item. In fact, his dash animation shows that he can levitate and move himself with his powers.
 * According to the Pokédex, Mewtwo is supposed to weigh 269 pounds. Despite this, it is lighter than Peach, Zelda, the Ice Climbers, and even Young Link. In Brawl, Ivysaur, who is suppose to weigh 28.7 pounds, weighs more than Mario, who was much heavier than Mewtwo in Melee. Lucario and Charizard are also heavier in Brawl than Mewtwo was in Melee, despite both weighing less than 200 pounds.
 * In the Pokémon RPGs, Mewtwo is tied for being the fourth fastest Pokémon, being much faster than Pikachu. Despite this, Mewtwo has a slow walking and dashing speed in Melee.
 * Mewtwo's taunt is the third longest in the game, the second being Mario, and the longest being Young Link's.
 * Mewtwo is the only character that can use its neutral special to recover. Kirby can as well if he swallows Mewtwo.
 * Mewtwo being a low tier character seems rather odd, since Mewtwo is widely considered the best normally obtainable Pokémon in the Pokémon series up to Melee's release.

Azen

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

Germ

 * Germ vs. Zelgadis(Falcon)

MookieRah

 * MookieRah: Believe in Yourself

Taj

 * Shadowclaw

UmbreonMow

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