Mewtwo (Super Smash Bros.): Difference between revisions

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{{SmashMoves|type=Psychic|game=Ultimate|Spe=Shadow Ball|SpeM=yes|SpeS=Confusion|SpeSM=yes|SpeU=Teleport|SpeUM=yes|SpeD=Disable|SpeDM=yes|FS=Psystrike}}
{{SmashMoves|type=Psychic|game=Ultimate|Spe=Shadow Ball|SpeM=yes|SpeS=Confusion|SpeSM=yes|SpeU=Teleport|SpeUM=yes|SpeD=Disable|SpeDM=yes|FS=Psystrike}}
==Attributes==
Much like its appearances in Melee and Smash 4, Mewtwo's attributes are notorious for being very polarizing, and only its falling speed and gravity are considered average. It has a tail hurtbox, but despite this, it is the 5th lightest character in the game, weighing only 77 units. However, its mobility is excellent, as it's tied for having the 17th fastest walking speed, the 8th fastest dashing speed, and the 3rd fastest air speed.
Like in its previous appearances as well, Mewtwo has a very potent air game. Its neutral aerial has a variety of uses; its very low ending lag gives it great combo potential into its other aerials, or Mewtwo can drag opponents down with it for grounded followups. Its forward and back aerials are very useful combo extenders and can KO at high percentages, with back aerial in particular covering a large area behind it. Up aerial, like back aerial, has large range, and is useful for juggling and has KO potential near the upper blast line. Lastly, its down aerial is a very powerful meteor smash when sweetspotted, and still has KO potential when sourspotted at high percents. However, it hits on frame 15, which makes it Mewtwo's slowest aerial when it comes to startup.
Another one of Mewtwo's primary strengths is its incredible grab game. While its grabs' speeds and ranges are only average, its throws are very versatile. Forward throw, when all of its hits connect, becomes one of the most damaging throws in the game, giving it damage racking potential and ability to refresh its stale moves. Its up and back throws are among the strongest of their kind and have better KO potential than in Smash 4. Lastly, its down throw is a useful mixup combo starter at higher percentages, and can also be used to read an opponent's reaction and capitalize on it. Overall, both its air game and grab game give Mewtwo a variety of options to quickly rack up damage on its opponents.
In comparision to its air and grab games, Mewtwo's ground game is more powerful, albeit riskier. While overall strong, all but a few of its grounded moves have noticeable ending lag, therefore makes them unsafe if shielded, whiffed, or dodged. One of its best ground moves is its neutral attack; it's a versatile move for many reasons, as it can both jab cancel and jab lock, which allows Mewtwo to start combos more consistently. Its tilts also have their uses. Forward tilt is a good move for creating space at low-mid percentages, and can KO outright at high percentages near the ledge. Its up and down tilts are very reliable combo starters due to their long ranges and different hitboxes, each having varying angles and knockback. Lastly, its smash attacks have distinct perks as well; its forward smash is powerful and can be angled, but is very punishable due to having noticeable startup and ending lag. Its up smash has low startup despite its range and power, and it functions as a great anti-air attack due to having a large disjoint that covers above Mewtwo. However, it has the highest amount of ending lag out of its smash attacks, making it very punishable. Lastly, down smash only hits on one side, but it has very high knockback scaling and has very low ending lag.
Lastly, Mewtwo has a versatile special moveset. Shadow Ball has many uses regardless of charge; it can stop approaches, has zoning potential, and is one of the strongest projectiles in the game when fully charged, being able to KO at realistic percentages. Confusion has multiple functions, as it can function as a command grab, a reflector, and even temporarily stall Mewtwo in the air, which can improve its recovery. Teleport grants intangibility and travels far with large horizontal momentum, which makes it a safe and versatile recovery option. The last of Mewtwo's special moves is Disable; as it grants intangibility on startup, it is very useful for punishing bad reactions and can secure KO confirms. However, it's risky to use otherwise because it has to be facing the opponent in order for it to work.
Despite Mewtwo's strengths, it has some noticeable weaknesses. One of which is its infamous frailty; Mewtwo's very light weight makes it easy to KO, while its tall frame, average falling speed and average gravity make it easier to combo compared to other characters of its weight class. Furthermore, Mewtwo lacks an effective aerial move to disrupt combos, and an attempt to Teleport out of a combo can be punished due to its noticeable ending lag and momentum.
The majority of Mewtwo's moveset also possesses some restrictions in spite of their advantages. Despite its aforementioned hurtbox properties, Mewtwo's tail-based attacks are still susceptible to being countered, owing to the base of its tail being a part of its hurtbox. Fully charged Shadow Ball has recoil when used in the air, which can cause an inadvertent self-destruct while off-stage. Disable is punishable if it whiffs and can be reflected because of its status as a projectile, the latter of which can easily lead to a fatal turnabout against Mewtwo at high percentages.
Aside from forward aerial and fully charged Shadow Ball, the rest of Mewtwo's KOing options can be difficult to land. Up and back throw can be risky to attempt because of its aforementioned average grab range. Forward and down smash have slow start-up lag, whereas up smash has minimal horizontal range below its blast of dark energy. Despite their speed and accuracy, forward aerial and Shadow Ball's KO potentials can be hindered via staleness because of their frequent usage in Mewtwo's combos and neutral game, respectively. Lastly, its frame data is slightly below-average, which makes its attacks even more prone to punishment if they are not spaced well. As a result, Mewtwo can pressure effectively, yet is also vulnerable to pressure.
In regard to playstyle, Mewtwo's is an odd combination of styles: it fits the archetype of a glass cannon, yet typically relies on bait and punish tactics and defensive maneuvers to keep opponents from performing rushdowns and capitalizing on its very tall frame and extremely light weight. This does not mean Mewtwo is forced to rely on turtling, however, as its outstanding mobility, excellent air game, and overall powerful moveset make it a force to be reckoned with. As such, Mewtwo is a "high-risk, high-reward" character with a fairly high learning curve, as it has to capitalize on reads more often than not because of its frailty and susceptibility to pressure.


===Classic Mode===
===Classic Mode===