- This article is about Mewtwo's appearance in Super Smash Bros. for Nintendo 3DS and Wii U. For other uses, see Mewtwo.
Mewtwo is a downloadable character for Super Smash Bros. for Nintendo 3DS and Wii U. It was confirmed in a Nintendo Direct on October 23, 2014. It was a part of the "Super Smash Bros. Offer" free DLC promotion obtainable by registering both the Wii U and 3DS versions of the game in Club Nintendo by March 31st 2015. For non-Club Nintendo Members, Mewtwo was released as paid DLC on April 28th, 2015 for £3.49 ($3.99) or for £4.49 ($4.99) on both games.
It currently ranks 10th on the tier list due to having a strong projectile, amazing mobility, and a solid game both on the ground and in the air. However, it is the second lightest character in the game, meaning it can be KO'd early.
- Can Wall Jump.
- Fast dash speed (after patch 1.1.5), being the 7th fastest in the game, just above Sheik.
- 3rd fastest air speed in the game.
- Many of its attacks involving dark energy have disjointed hitboxes.
- Has the best Air dodge in the game, which moves it farther than most air dodges. It is very fast with little lag.
- Jab has little ending lag, being capable of follow up into grabs and other fast attacks.
- Has a Meteor Smash: Down Aerial.
- Great gimping potential, which aided by its recovery makes Mewtwo a very powerful character for attacking offstage.
- Can make use of many mindgames using Teleport and air dodge. This also makes its recovery versatile and less predictable.
- Very good recovery with Teleport, backward aerial Shadow Ball,and Confusion.
- Fully charged Shadow Ball deals a high amount of shield damage.
- Confusion can throw opponents off-balance, goes through shields and reflects projectiles.
- Disable can stun opponents for longer periods of time the higher their percentage is.
- Quite tall and floaty, being an easy target.
- Second lightest character in the game (first being Jigglypuff), being extremely easy to KO.
- Most tilts have considerable ending lag.
- All its tail based attacks have their sweetspot at the base of its tail near the body, with a sourspot at the tip. This means Mewtwo must be at very close range to its opponents to deal maximum damage and knockback with any tail attack.
- Shadow Ball lacks hitboxes while charging, unlike Lucario's Aura Sphere.
- Disable requires eye-contact range, meaning it won't hit if opponents are with their backs turned to Mewtwo.
- Disable cannot stun opponents in midair.
Mewtwo is defined as a Glass Cannon focused on Zoning. It has a huge amount of power and speed, however, it is the second lightest character in the game, as well being very "floaty" overall, with low air acceleration and slow falling speed, which makes it easy to juggle, especially when facing fast characters like Sheik, Zero Suit Samus, Captain Falcon and Diddy Kong. This, combined with his large frame, makes him an easy target and difficult at approach and landing. On the other hand, Mewtwo has a vast potential for fast damage racking, with a solid moveset for both ground and air. Its Aerial Attacks are fast and spammable, Smash Attacks that are devastating, and it has very versatile Special Attacks.
Mewtwo's ground game revolves on long range tilts and slow, but powerful Smash Attacks. His Jab is fast and can be cancelled quickly, allowing Mewtwo to connect into effective grab games. Its Down and Up Tilts are notable for combo'ing into themselves at low percentages, while can lead to other setups at mid-high percentages; Down Tilt also sends opponents on different angles depending on which part of its tail connects. Its Dash Attack has decent range and knockback, but suffers from high lag, being very punishable. Finally, its Smash Attacks are all very powerful, with large disjointed hitboxes.
Mewtwo's aerial game, on the other hand, is very potent and fast. Most of his Aerial Attacks deal decent damage, high knockback, and can often combo into themselves, while being fast enough for quick approaches due their low landing lag, being specially useful with short-hops. Neutral Aerial has a high number of active frames, enough to outlast airdodges, with trapping hitboxes that can set up opponents to many follow ups; it can also combo with itself, as well with most of Mewtwo's ground attacks when fast falling. Back Aerial and Forward Aerial are great gimping tools, while the later is potentially deadlier with higher KO potential and fast startup, being its strongest aerial. Up Aerial can combo with itself, as well with Up Tilt when fast falling. Down Aerial is a solid and somewhat fast Meteor Smash and can be used as fast approach with short hops, however, it is its slowest aerial.
Mewtwo's Throws are a combination of high damage and knockback, being some of the strongest in the game. His Forward Throw can deal very high damage, and is notable for having the highest range of all Forward Throws, with the shower of mini Shadow Balls being able to hit enemies close to Mewtwo. Its Up and Back Throw have high knockback growth, being some of the strongest in the game for KO'ing. Down Throw, while not leading to any true combos, can set up various mindgames and baits. However, Mewtwo's grab range is quite low with few active frames.
Mewtwo's Special Attacks have high utility, but are often risky to use like his ground game. Shadow Ball is one of the most powerful projectiles in the game. When fully charged it deals 25%, which is higher than Wii Fit Trainer's Sun Salutation combined with Deep Breathing, while the knockback is as powerful as Samus' Charge Shot and Lucario's Aura Sphere (at mid-high Aura Power). However, unlike in Melee, it no longer causes damage to nearby opponents while charging.
Confusion and Disable add versatility to its arsenal, making it able to deal with different kind of enemies. Confusion can be used to throw enemies off balance and reflect projectiles, having very high active frames. Disable can cause very high stun against opponents at high percentages, however, they must be at eye-contact with Mewtwo, meaning the move will not affect enemies with their back turned to it.
Teleport blinks Mewtwo in the direction tilted. While it is not fast as Palutena's Warp, it keeps Mewtwo's momentum after using, meaning it can grant additional range for recovery. Also, its air dodge functions the same way. When ledge-cancelled, it allows Mewtwo to quickly zip around the battlefield.
A good Mewtwo player must use its range in their favor and punish attacks accordingly. As many of Mewtwo's attacks have disjointed hitboxes, spacing is key.
Changes from Super Smash Bros. Melee to Super Smash Bros. for Nintendo 3DS/Wii U
Being at the bottom of the Tier List in Melee, Mewtwo has received many buffs to speed, knockback and damage, as well as a few tweaks in some moves. Many of its animations are also tweaked or different.
Also, its design has changed since Super Smash Bros. Melee to match its most recent appearances in the Pokémon games and even the Pokémon anime. Its head is smaller in proportion to its body, and it has a more defined build that makes it taller and vaguely humanoid.
- Has a more slim build, with a smaller head, resulting in smaller hitboxes.
- Its tail stands more vertically, reducing greatly its hitbox range.
- Faces the camera more while walking and dashing. Also, its dashing speed is much faster.
- Air dodging towards the ground apparently gives it much lower landing lag.
- Dodge roll is much faster and has much lower ending lag.
- Faster ground and aerial speed.
- Smoother second jump, however it is slightly lower.
- No longer able to double jump cancel.
- Higher speed, knockback and range in most moves.
- Lighter than in Super Smash Bros. Melee, now being the second lightest in the game after Jigglypuff.
- Has different animations than in Melee when attacking with battering items. Also, it no longer has unique hitbox data for its dash attack with items.
- Can Wall Jump.
- The second hit of Mewtwo's Neutral Attack can transition between rapid jabs and a finisher. The first hit and subsequent attacks are much faster, with less startup and ending lag, as well locking opponents easier between hits. It also has bigger hitboxes, with wider waves of dark energy. However, the first hit causes slightly less damage.
- Forward and Down Tilts have much more range, but are slower overall.
- Up Tilt has a slightly different animation and covers much more range, hitting enemies behind Mewtwo at later frames. However, is slower.
- Forward Smash Attack is faster and causes higher knockback. Additionally, the blast of dark energy is much larger, covering more range, being almost as large as Lucario's Forward Smash Attack with mid-high percentage.
- Up Smash Attack has a bigger hitboxes, with larger swirls of dark energy which expands horizontally. It now traps opponents more efficiently between hits, sucking them more easily into the the blast. Additionally, its traction is much lower, meaning Mewtwo can slide a bit when using it during a dash.
- Down Smash Attack is much faster and has bigger hitboxes, with larger blasts of dark energy.
- Dash Attack is faster, with less startup and ending lag. The blast of dark energy has a larger hitboxes, however Mewtwo slides less on the ground, meaning the attack doesn't cover as much range.
- Neutral Air Attack has bigger hitboxes, with a larger electrical field. Additionally, it causes higher knockback (both base and scaling).
- Forward Air Attack has a different animation, with Mewtwo swiping sideways instead of downwards. It is also much faster, covers more range, and has less ending lag.
- Backward Air Attack has higher range and less ending lag.
- Up Air Attack has a slightly different animation and covers more range, hitting enemies behind Mewtwo at later frames. However, it is slower.
- Down Air Attack covers more range, is much faster and has less ending and landing lag. It can Meteor if connects with the opponent right below Mewtwo, and launches the enemy horizontally if connects with the side of the attack. Additionally, the hitbox on Mewtwo's foot now causes damage with dark energy.
Grabs and Throws
- Grab and dash grab have slightly higher range and less ending lag.
- Pummel is faster.
- Forward Throw has a slightly different animation. Additionally, the projectiles launched are larger, connect with enemies better, and cover more distance, allowing Mewtwo to hit more enemies caught in range. The final projectile also deals higher knockback, enough to KO at very high percentages.
- Back Throw has a different animation, with Mewtwo launching the enemy backwards with one hand without looking back. It has higher base knockback, but lower knockback scaling.
- Down Throw is faster and has a larger hitbox, allowing Mewtwo to hit additional enemies in range. It also causes a stronger, more horizontal knockback. It has low base knockback and knockback scaling.
- Shadow Ball charges and travels faster, but has less recoil, reducing its potential for recovery. Additionally, when fully charged, it will shine and make a distinct sound effect. However, it no longer causes damage while charging, but on the other hand, it has very high knockback scaling, much stronger than Samus' Charge Shot and Lucario's Aura Sphere (except when with maximum Aura Power). The uncharged damage has been reduced, while the fully charged damage has been increased. It also causes much higher shield damage when fully charged.
- Confusion has a larger hitbox in front of Mewtwo, with a distinct graphical effect resembling an energy wave expanding in ripples, with a longer lasting hitbox. It has lower ending lag, and flips enemies faster. Additionally, it successfully acts as a reflecting move, without removing the projectile's hitbox. It also grants a boost in the air.
- Teleport now has a different animation, with Mewtwo being enveloped in a purple energy barrier. However, being different from its air dodge animation now prevents mindgames. Additionally, Mewtwo keeps its momentum after using it, giving the player more control of landing trajectory after using it, as well granting additional recovery from farther distances.
- Disable is faster and Mewtwo stands lower than before, with its eyes turning green instead of yellow. However, it no longer launches opponents that are already stunned. Mewtwo falls slower if this move is used in the air.
- Now has a Final Smash called Psystrike, transforming it into Mega Mewtwo Y. Unlike Charizard's and Lucario's Final Smashes, Mewtwo will simply unleash a special attack rather than being controllable for a small amount of time. The projectile resembles Palutena's Black Hole, but goes through enemies, briefly stunning them before launching them horizontally.
- Neutral Combo: Mewtwo reaches its arm out, blasting out a bit of shadow energy. As a finisher, Mewtwo can blast out a stream of shadow energy in a swipe.
- Forward Tilt: Mewtwo flicks its tail forward.
- Up Tilt: Mewtwo flips upward, hitting with its tail.
- Down Tilt: Mewtwo spins around, sweeping its tail low.
- Dash Attack: Mewtwo holds its arms out while sliding, inflicting damage with shadow energy.
- Forward Smash: Mewtwo shoves forward, releasing a pulse of shadow.
- Up Smash: Mewtwo holds its palm up, releasing a storm of shadow energy that hits multiple times.
- Down Smash: Mewtwo points its finger downward, releasing a blast of shadow energy on the ground right in front of it.
To be Added
- Neutral Aerial: Mewtwo releases an electrical discharge that does multiple hits if connected.
- Forward Aerial: Mewtwo slashes forward with shadow energy.
- Back Aerial: Mewtwo hits behind itself with its tail.
- Up Aerial: Mewtwo flips upward, hitting with its tail. Good juggling move.
- Down Aerial: Mewtwo flips backward and hits with its foot downward. Can Meteor Smash.
Grabs & Throws
- Pummel: Mewtwo hits the opponent in its grasp with shadow energy.
- Forward Throw: Mewtwo throws its foe diagonally forward and shoots with multiple small Shadow Balls.
- Back Throw: Mewtwo uses Psychic to throw its enemy backward.
- Up Throw: Mewtwo uses Psychic to throw its foe upward, spinning around it. Can lead to Up Tilt, Neutral Air Attack and Up Air Attack follow ups at low percentages.
- Down Throw: Mewtwo slams the enemy down with its tail, bouncing it horizontally. It is its best throw for starting combos, such as running Up Smash Attack.
|Mewtwo's Special Moves|
|Standard Special||Shadow Ball|
Custom Moves TBA
- Up Taunt: Original taunt from Super Smash Bros. Melee, where it spins and laughs.
- Side Taunt: Surrounds itself with a dark aura (similar to Lucario's Up Taunt).
- Down Taunt: Faces the camera, thrusting its hand at the screen while emitting dark energy. It mimics its pose from the original artwork by Ken Sugimori.
- Slowly rises its hand towards the face, clenching its fist and trembling.
- Crosses its arms and open its arms right after, trembling.
Teleports out of nowhere, enveloped in dark energy, and slowly descends while floating until it reaches the ground.
In Competitive Play
Mewtwo isn't a very formidable fighter in Super Smash Bros tournaments, but for non-competitive it's a very good fighter to have unlocked. It's speed is good for dodging most attacks, although something like Bowser's grab-and-slam heavy attack is very effective against Mewtwo. Since it has a lightweight body, Mewtwo is prone to getting KO'd with little damage taken, if the attack used against it is powerful enough.
- Created from modified Mew DNA, Mewtwo was designed to be the ultimate Pokémon. It didn't take on any of Mew's kinder traits and only uses its intelligence to destroy its enemies. Or...so it seems. Perhaps it just feels frightened or even tormented, and that's why it lashes out. Whatever the reason, Mewtwo is not to be messed with.
- NA: Mewtwo puts its psychic powers to great use in this game. Not only does it have floaty jumps, but its telekinesis gives its attacks extra reach and its throws added power. However, its light body makes it easy to launch, so if you're willing to take the risk of getting in close, it might just be worth it!
- PAL: Mewtwo puts its psychic powers to great use in this game. Not only can it float in midair, but its telekinesis gives its attacks extra reach and its throws added power. However, its light body makes it easy to launch, so if you're willing to take the risk of getting in close, it might just be worth it!
- Mewtwo's Confusion side special not only repels projectiles—it also reflects the damage back on your opponent. Its down special, Disable, stuns an enemy for longer the higher its damage is. Disable only works on foes that are facing Mewtwo.
- Mewtwo's Final Smash starts as Mewtwo Mega Evolves into Mega Mewtwo Y. It then fires a huge psychic projectile that penetrates enemies and obstacles. This projectile doesn't do any damage, but it freezes every foe it hits in place. They can even be frozen midjump! Afterward, every foe hit with this projectile will take a powerful psychic hit to the head.
- Mewtwo's artwork is similar to its artwork from Super Smash Bros. Melee. The only difference being its design change.
- Its artwork is also vaguely similar to its official artwork by Ken Sugimori.
- Mewtwo's introduction tagline in its trailer is a reference to the first Pokémon movie, Mewtwo Strikes Back.
- In the same trailer, Mewtwo is also shown encountering Genesect, likely in reference to the sixteenth Pokémon movie.
- Mewtwo is the second character of three to have been removed in one game (Super Smash Bros. Brawl), then return in a later game (Super Smash Bros. for Nintendo 3DS and Wii U), the others being Dr. Mario and Roy.
- Mewtwo is also the only returning Melee character that is not a clone.
- Mewtwo is the first DLC character in the Super Smash Bros. series.
- It's also the only DLC character that isn't a human.
- In the official Super Smash Bros. website, Mewtwo is called "A New Challenger" instead of a veteran. This is most likely a result of it being the first DLC character.
- Mewtwo's voice actor in SSBWU/3DS, Keiji Fujiwara, previously voiced another character, Maxie, in the Japanese adaptation of the Pokemon Anime.
- Mewtwo in Smash Bros., much like other characters, is a representation of the character as a whole, with all its incarnations from different media (games, manga, anime). It can be considered both the original Mewtwo (seen in Mewtwo Strikes Back) as well the second Mewtwo (seen in Best Wishes), considering its trailer says "Mewtwo Strikes Back" as well as showing it transforming into Mega Mewtwo Y.
- It should be noted, however, that this Mewtwo keeps its (male) voice unchanged from Mewtwo Strikes Back, whereas the second Mewtwo has a female voice actress.
- Mewtwo, Ganondorf, Olimar, and Robin are the only characters that can deal damage based on dark energy.
- Mewtwo, like all DLC characters, does not have any Custom Moves. However, it does have leftover data for custom moves, accessible in-game via a glitch involving shared Mii Fighters. By downloading a Mii, viewing it in the character select screen, backing out, selecting Mewtwo, and choosing “Random,” Mewtwo will inherit the special moves codes of last viewed Mii viewed. This glitch was removed in a later patch of the game, among other glitches involving Mewtwo.
- This inheritance isn’t perfect, which leads to many game-breaking glitches with Mewtwo that can crash the game. However, other results allow Mewtwo to become invincible, invisible, slow down time (in the same manner as using Final Smashes) and other unpredictable results.
- Mewtwo and Lucas are the only characters that have 1 non-fighter trophy and a fighter trophy.
- Mewtwo's frame data by Kurogane Hammer
- The site about the Super Smash Bros. Offer
- Nitendo Direct - October 23, 2014. Nintendo.com.
- Mewtwo's Custom Move Glitch