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This article is about Mewtwo's appearance in Super Smash Bros. Melee. For the Pokémon in other contexts, see Mewtwo.

Mewtwo (ミュウツー, Mewtwo) is an unlockable 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, tail hitbox). However, Mewtwo rose significantly (the highest rise 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 the Ice Climbers.

How to unlock[]

  • Play Vs. Mode for a combined total of 20 hours. 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 SSBM

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.

Moveset[]

  Image Name Damage Description
Neutral attack Mewtwo Neutral attack SSBM   6% Mewtwo blasts a bit of shadow energy with one arm then extends its other arm to blast a continuous stream of shadow energy.
2% (loop)
Forward tilt Mewtwo Forward tilt SSBM   10% (near), 8% (mid), 5% (far) Mewtwo swings its tail forward to hit the opponent. This attack can be aimed up or down.
Up tilt Mewtwo Up tilt SSBM   10% (near), 8% (mid), 6% (far), 5% (tip) Mewtwo does a quick flip on the ground to hit opponents with its tail.
Down tilt Mewtwo Down tilt SSBM   9% (near), 8% (mid), 5% (far) Mewtwo spins and swings its tail forward at the opponent's feet.
Dash attack Mewtwo Dash attack SSBM   9% (clean), 6% (late) Mewtwo thrusts both arms out and attacks the enemy with a shadowy blast.
Forward smash Mewtwo Forward smash SSBM   20% (blast), 12% (arms) Mewtwo attacks directly forward with a shadowy explosion. Deals more damage at the explosion.
Up smash Mewtwo Up smash SSBM   1% (hits 1-6), 10% (hit 7) Mewtwo thrusts one arm upward and generates a storm of shadow energy that hits the opponent multiple times.
Down smash Mewtwo Down smash SSBM   15% Mewtwo extends one arm downward and fires an explosion of shadow energy at its feet. This attack only hits in front of Mewtwo.
Neutral aerial Mewtwo Neutral aerial SSBM   1-2% (hits 1-8), 4% (hit 9 & landing) Mewtwo releases a long-lasting shock out of its body. This attack hits multiple times.
Forward aerial Mewtwo Forward aerial SSBM   14% Mewtwo swipes one arm forward that deals high vertical knockback.
Back aerial Mewtwo Back aerial SSBM   13% (near), 11% (mid), 9% (far) Mewtwo swings its tail backwards. Has decent range and power.
Up aerial Mewtwo Up aerial SSBM   10% (near), 12% (mid), 14% (far) Mewtwo flips in midair and strikes upwards with its tail.
Down aerial Mewtwo Down aerial SSBM   14-16% Mewtwo does a backflip before kicking downward with one foot. This attack is a meteor smash.
Grab Mewtwo Grab SSBM    
Pummel Mewtwo Pummel SSBM   3% Mewtwo electrocutes the foe.
Forward throw Mewtwo Forward throw SSBM   3% (throw), 2% (Shadow Balls) Mewtwo telekinetically throws the opponent diagonally in the air before firing five small Shadow Balls at them.
Back throw Mewtwo Back throw SSBM   11% Mewtwo telekinetically tosses the opponent behind it.
Up throw Mewtwo Up throw SSBM   12% Mewtwo telekinetically swirls the opponent around its body before launching them upwards.
Down throw Mewtwo Down throw SSBM   5% (hit 1), 6% (throw) Mewtwo throws the opponent down on the ground and strikes them with its tail.
Floor attack (front) Mewtwo Floor attack (front) SSBM   7% (tail), 5% (sides) Mewtwo telekinetically gets up and spins around with its tail extended.
Floor attack (back) Mewtwo Floor attack (back) SSBM   6% (tail), 5% (sides) Mewtwo telekinetically gets up and spins around with its tail extended.
Edge attack (fast) Mewtwo Edge attack (fast) SSBM   6% (body), 8% (tail) Mewtwo climbs onto the stage and attacks with its tail.
Edge attack (slow) Mewtwo Edge attack (slow) SSBM   10% Mewtwo telekinetically walks onto the stage and swipes one arm forward.
Neutral special Shadow Ball (SSBM) Shadow Ball 3-25%, 2% (charge hits) Mewtwo begins charging up a ball of shadow energy that can damage the opponent even while its charging. Pressing L or R buttons or performing an evasive roll will cancel out the charge, which can be resumed by pressing the B button. Pressing the B button while charging will cause Mewtwo to fire it, which will travel in a wavy path, exploding when it comes to contact with a surface (though the explosion doesn't do anything). This move also has recoil, which is stronger then fired in the air.
Side special Confusion (SSBM) Confusion 10% Mewtwo grabs an opponent with telekinesis and spins them around. This move can reflects projectiles, but won't change the projectile's ownership.
Up special Teleport (SSBM) Teleport 0% Mewtwo quickly vanishes and reappears in a different location, which can be directed with the control stick. Mewtwo is completely invulnerable while teleporting.
Down special Disable (SSBM) Disable 1% Mewtwo releases a short-range beam from its eyes that stuns the opponent. However, this only works if the opponent makes eye contact with Mewtwo. If this move is performed while a character is already dazed, they will be launched. The more damage the opponent has, the longer they will be stunned. This move can be reflected, which will make Mewtwo stunned instead.

Taunt[]

  • Mewtwo crosses its arms and spins in midair, laughing sinisterly.

Idle poses[]

  • Mewtwo slowly rises its hand towards the face, clenching its fist.
  • Mewtwo crosses both its arms, then moves them outward.

Matchups[]

Super Smash Bros. Melee Character Matchups
  Fox Head 01 (SSBM) Falco Head 01 (SSBM) Marth Head 01 (SSBM) Sheik Head 01 (SSBM) Jigglypuff Head 01 (SSBM) Peach Head 01 (SSBM) Ice Climbers Head 01 (SSBM) Captain Falcon Head 01 (SSBM) Pikachu Head 01 (SSBM) Samus Head 01 (SSBM) Dr. Mario Head 01 (SSBM) Yoshi Head 01 (SSBM) Luigi Head 01 (SSBM) Ganondorf Head 01 (SSBM) Mario Head 01 (SSBM) Young Link Head 01 (SSBM) Donkey Kong Head 01 (SSBM) Link Head 01 (SSBM) Mr. Game & Watch Head 01 (SSBM) Roy Head 01 (SSBM) Mewtwo Head 01 (SSBM) Zelda Head 01 (SSBM) Ness Head 01 (SSBM) Pichu Head 01 (SSBM) Bowser Head 01 (SSBM) Kirby Head 01 (SSBM) Avg.
MewtwoHead -3 -3 -3 -2 -2 -2 -1 -3 -1 -1 -1 ±0 -1 -2 -1 -1 +1 -1 -1 +1 Mirror match +1 +1 +1 +1 +2 -1

Combos & Gameplay[]

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.

Throws[]

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
A genetically created Pokémon, Mewtwo is the result of many long years of research by a solitary scientist. Although Mewtwo was bio-engineered from a fossil 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.
  • Pokémon Red & Blue [09/98]
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.
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.

Alternate Costumes[]

MewtwoColors

Mewtwo's alternate costumes in Super Smash Bros. Melee.

Trivia[]

  • Mewtwo picks up and uses items via its telekinetic power, never actually touching them outside grasping the Parasol while falling. One of its idle poses involves it spinning its held item around.
    • This results in Mewtwo having poor usage of the Hammer; unlike all other characters, it spins the Hammer sideways around itself, and so is vulnerable from above while using it.
  • 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 being of light weight (85 units) contradicts its Pokédex information, where it is supposed to outweigh any non-overweight human. In fact, it is outweighed by every human character in Melee (excluding Roy, Young Link, and Marth in PAL regions).
  • In the Pokémon RPGs, Mewtwo is tied for being the fourth fastest Pokémon, being much faster than Pikachu. Despite this, Mewtwo dashes slower than Pikachu in Melee.
  • Mewtwo's taunt is the third longest in the game, the second being Mario, and the longest being Young Link's.
  • 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 is the only playable Pokémon in Melee that doesn't wear any headgear or accessory in any of its alternate costumes.
  • Mewtwo is the only playable character in Melee to have a down smash that only hits on one side.
  • Despite knowing Teleport in Smash Bros., Mewtwo can't actually learn Teleport naturally.
    • It can, however, learn the move through TM in Gen 1.

Videos[]

Azen[]

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

Taj[]

UmbreonMow[]

External links[]

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