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 24th in the tier list due to his large size and floating all the time,making him very easy to knock offstage and also because of the extremely weak knockback in his attacks(excluding his Side aerial).

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 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 powerful F-air 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 f-air 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

 * Standard Attack: Shadow Spark - 6%. Mewtwo reaches its arm out, blasting out a bit of shadow energy.
 * Standard Combo: Shadow Spark Spray - 6%, then 2% or 1% randomly. Mewtwo blasts out a stream of shadow energy.
 * 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 forwards. Quick, decent range.
 * Strong Up: Tail Flip - 5%-10%, depending on where hit. Mewtwo flips upwards, hitting with its tail.
 * Strong Down: Tail Sweep - 9%. Mewtwo spins around, sweeping its tail down low.

Smash

 * F-Smash: Shadow Blast - Up to 27% damage. (When Sweet Spotted.) 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.
 * U-Smash: Galaxy Blast - Up to 20% damage. (If all strikes connect.) Mewtwo holds its palm upwards, releasing a storm of shadow energy that hits multiple times.
 * D-Smash: Shadow Bomb - Up to 20% damage. Mewtwo hits downwards with shadow energy. Good knockback, though moderate range. Only Down Smash in the game to hit on one side.

Other

 * Ledge Attack - Mewtwo flips onto the stage, using his 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 his tail extended. 5%-6%, depending on how close the enemy is.

Air Attacks

 * A: 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.
 * F-A: Shadow Claw: 14% damage. Mewtwo slashes forward with shadow energy. High vertical knockback, useful for combos, juggling, and KOs, but mediocre range.
 * U-A: High Tail Flip: 14% damage. (When Sweet Spotted.) Mewtwo flips upwards, hitting with its tail. Good juggling move.
 * B-A: Tail Flail: 13% damage. (When Sweet Spotted.) Mewtwo hits behind itself with its tail.
 * D-A: Flip Stomp: 16% damage. (When Sweet Spotted.) Mewtwo flips backwards and hits with its foot downwards. Can Meteor Smash.

Throws

 * A: Hand Zap: 3% damage. (While holding opponent.) Mewtwo shocks the opponent in its grasp.
 * F-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.
 * B-Throw: Reverse Throw: 11% damage. Mewtwo uses Psychic to throw its enemy backward powerfully. One of the strongest Back Throws.
 * D-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.
 * U-Throw: Psychic Whirlwind: 12% damage. Mewtwo uses Psychic to throw its foe upwards, 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 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 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.  Combo's into itself and other aerials with ease.

Techniques

 * Soul Breaker

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 (Smash Red):
 * 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):
 * 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)

Trivia

 * When hit, or using Disable, Mewtwo's irises turn yellow for an unexplained reason
 * Mewtwo's earlier placements in the tier lists have been infamously controversial, sparking many heated fan debates on forums. Said controversy has, by and large, abated, with the arrival of the new tier system and the fact that both Kirby and Pichu are now considered poorer character choices than Mewtwo.
 * Although Mewtwo is a bottom tier character in Melee, it is an uber tier character in the Pokemon games. In fact, its RBY incarnation is said to be the best ever.
 * If you switch the Language over to Japanese, in the sound test, Mewtwo will talk, but he doesn't talk at all in the American Version.
 * For each human playing in a match time served will be multiplied because there would be more than one player using Melee. This is exceptionally useful for unlocking Mewtwo as it reduces to time needed for unlocking him.
 * Mewtwo levitates items in front of him when it grabs them, instead of simply holding the item.

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

UmbreonMow

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