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 20th on the current tier list mainly due to its poor attributes (slow movement speed, tall, floaty, light). However, Mewtwo rose significantly (the highest raise in the tier list and the highest change in any Melee tier list, rising 6 places), due to techniques that have been developed over the last two years of competitive play, such as teleport mindgames, and its good ability to either combo or have great tech chasing after its Down Throw. It also has good recovery, powerful throws, good combos, and the third best wavedash in the game, falling shy of Luigi and Ice Climbers.

Unlocking

 * Play 20 combined hours of VS. matches. This is divided among the players; one player requires twenty total hours, two players require ten total hours, three players require six hours and forty minutes, and four players require five hours.
 * Play 700 VS. mode matches.

Attributes
Mewtwo is a character with some powerful and versatile throws, as its Down Throw can chaingrab fast falling heavy characters like Captain Falcon, and its Forward Throw can deal double damage and knockback if done near a wall. In particular, its Up Throw and Back Throw can combo and KO 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 mediocre defense due to being large, semi-light, having under average 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 have their hitboxes removed. This means most projectiles won't harm the opponent they are reflected back at(unless the projectile has a secondary effect, like Link], [Young Link and Peach's Bombs. However, confusion leaves Mewtwo open for attack from the opponent as the move takes longer to end than it takes the opponent to recovery and attack. . 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 Forward Aerial with combo and killing potential, but it also has mediocre 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 close to Mewtwo.

Mewtwo's Up Special Move, Teleport, has decent range and passes through any attack, but it can't attack Mewtwo's opponent. Mewtwo has a Meteor Smash with its Down Aerial, which is its main KOing move. 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 downside, 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 - 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. 6% damage, then 2% or 1% randomly.
 * Forward Tilt - Mewtwo flicks its tail forward. Quick, decent range. 10% damage.
 * Up Tilt - Mewtwo flips upward, hitting with its tail. 5%-10% damage, depending on where it hits.
 * Down Tilt - Mewtwo spins around, sweeping its tail low. 9% damage.
 * Dash Attack - Mewtwo holds its arms out while sliding, inflicting damage with shadow energy. 9% when it comes out, 6% during the rest of the attack.

Smash

 * Forward Smash - 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% fully. Sweet spot does a stronger 20% uncharged, 27% fully.
 * Up Smash - Mewtwo holds its palm up, releasing a storm of shadow energy that hits multiple times. 15% uncharged, 20% fully charged if all strikes connect.
 * Down Smash - Mewtwo hits downward with shadow energy. Good knockback, though moderate range. Only Down Smash in the game to hit only on one side. 15% uncharged, 20% fully.

Other

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

Aerial Attacks

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

Throws

 * Pummel - Mewtwo electrocutes the opponent in its grasp. 3% damage.
 * Forward Throw - Mewtwo throws its foe diagonally forward and shoots with multiple small Shadow Balls. If done near a wall or overhang, can double damage. 9% damage.
 * Back Throw - Mewtwo uses Psychic to throw its enemy backward powerfully. One of the strongest Back Throws in the game. 11% damage.
 * Down Throw - 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. Can hit a nearby foe as well. 11% damage.
 * Up Throw - Mewtwo uses Psychic to throw its foe upward, spinning around it. Strongest Up Throw in the game, and one of Mewtwo's better KO moves. 12% damage.

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:

Down Tilt
A Down Tilt can start up many combos at varying percentages against fast fallers. It combos into more Down Tilts and then into grabs. Usually after two Down Tilts Mewtwo can follow up with a grab at low percents. At high percents it can set up for Aerial Attacks.

Up Tilt
An Up Tilt is an awkward but effective setup. It's generally used to interrupt an Aerial Attack, but it, like the Down Tilt, can combo into itself. It sets up nicely for Aerial Attacks.

Up Throw
Although mostly effective against Fox and Falco, this usually leads to juggles at low percents.

Down Throw
While never providing any "true" combos, this sets up for combos if the opponent Directional Influences incorrectly. If they DI towards the player, then they can grab them again, or begin a Down Tilt assault into a grab. If they DI properly, the player still has the option of tech chasing, something that Mewtwo is very capable of, due to its excellent wavedash.

Forward Aerial
The Mewtwo standard juggle for fast fallers, and the favorite move of many Mewtwo players. This sets up for multiple Forward Aerials at low percents and at least two at moderate percents. It also sets up for Up Aerials, or Tilts if performed close to the ground or after an instant DJC.

Up Aerial
Another great juggling aerial. Often underrated due to Mewtwo's Forward Aerial, 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, yet useful combo. Has some connection issues at higher %s
 * Down Throw + Forward Smash - A more useful combo at nearly any percent.
 * Down Throw + Down 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 (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)

Trivia

 * When hit, while shooting a charged Super Scope blast, or when using Disable, Mewtwo's irises turn yellow, similar to how Mr. Game & Watch's body turns yellow when shooting charged Super Scope shots.
 * Mewtwo doesn't talk at all when the language is in English, excluding its taunt to a lesser extent, where it laughs. If the language is switched to Japanese, however, Mewtwo speaks three taunts telepathically upon victory:
 * Watashi wa makeru wake niwa ikanai! ("I cannot lose!")
 * Watashi wa naze koko ni iru no ka? ("Why am I here...?")
 * Orokana.  ("Foolish.")


 * 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, its Dash animation shows that he can levitate and move itself with its powers.
 * According to the Pokédex, Mewtwo is supposed to weigh two hundred sixty nine (269) pounds. Despite this, it is lighter than Peach, Zelda, the Ice Climbers, and even Young Link, but this may be because it uses its Psychic powers to ensure safe landings. In Super Smash Bros. Brawl, Ivysaur, who is supposed 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 two hundred 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's, and the longest being Young Link's.
 * Mewtwo is the only character that can use its Neutral Special Move to recover. Kirby can as well if he swallows Mewtwo.
 * Mewtwo being a low tier character seems rather ironic, since Mewtwo was widely considered the best normally obtainable Pokémon in the Pokémon series up to Melee ' s release (2001/2002).
 * Mewtwo's fourth palette swap is its Shiny form in the Pokémon games.

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