• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Resource icon

Guide for Mewtwo (3.5)

This guide will highlight strong and weak points of mewtwo, his best plastyle options, edgeguarding, recovery, and OoS options against opponents. I will assume you know terms such as bair, ftilt, or uthrow. I also assume you use a classic controller or gamecube controller in Project M. (This is my first guide, so cut me some slack)


Strong Points:
Very high jumper
Amazing aerial game
Unmatched edgeguarding skills
Mid range with tail
Broken recovery


Weak Points:
Very floaty
ok approach options
has to charge projectiles to be effective
ok ground game


Playstyle:
Mewtwo is a character that is not an aggressive character all the time. He must be played defensively in order to get an opening to approach, or force the enemy to approach you. Once you approach/find a weakness in the enemy's approach, be aggressive.


Moves to Use:
Mewtwo has quite a few moves at his disposal that are vetry effective for specific purposes. Like edgeguarding, approaching, or punishing. These moves are:
fair
dair
uair
bair
nair
B (Shadow Ball)
dtilt
utilt
dsmash
usmash
fsmash
side B (Confusion)
uthrow
bthrow


Approaching:
Mewtwo is not a super aggressive character, He can be played aggressively, but it is very situational. Play defensively, until you can find a punish. That is when you get aggressive. His approach options include, but are not limited to:
wavedashing into utilt, dtilt, or usmash
teleporting into aerials
wavedash into grab/hover


Hovering:
Hovering is a very simple technique that has many uses. To initiate a hover from the ground, hold jump and press down on the control stick. In the air, hold down and hold the jump button. While hovering, you can move in any direction you want, and can extend combos even farther. One of the more common combos is to uthrow, hover, and perform a string of uairs.


OoS:
If you do not know, OoS stand for "out of shield." This means moves/techniques that can be performed out of your shield almost instantly, in order to strike back at an opponent who is suffering ending lag from a move used on your shield. Mewtwo's OoS options include, but once again are not limited to:
hovering into an aerial
teleporting away
wavedashing away and wavedashing back into dtilt/utilt.


Edgeguaring:
Edgeguarding is Mewtwo's bread and butter. The combination of decently ranged aerial moves, and the hover ability, you can edgeguard any character. Hovering into bairs and dairs are common edgeguarding tools that many mewtwos use, but he has other options. I sometimes like to mix it up when the opponent is recovering high, I seem to prepare for a hover into dair, I go for a fair. Or a shadow ball. I could teleport to them, turn around during the teleport, and bair them (starting from the ground). Mewtwo's edgeguarding abilities are plentiful.


Recovery:
Mewtwo's recovery ability is completely broken. High jumps, combined with the ability to teleport anywhere. The teleport is very quick, so opponents do not have much time to read where they will go. Sweetspotting the ledge is an easy task. Mewtwo's landing lag after a teleport is very small. But don't get too cocky about this. He can still be read, and punished. If that happens, you've pretty much lost a stock right there. You have to recover cautiously. Here are a few tips to improve your chances on recovering safely:
Recovering low
Recovering low is key. Why not recover in places your opponent can't go? Mewtwo has high jump height, so use it!
Sweetspot the ledge
Sweetspotting the ledge with a teleport is important, because it gives your opponent a difficult time trying to edgeguard you. Just be wary of edgehogs.


Grab Game:
Mewtwo's grab game is amazing. He can chaingrab heavy characters at low percents with uthrow to fair to uthrow. His bthrow is good for spacing. His
fthrow is good for setting up a teleport to aerial at certain percents. His dthrow can combo into a wavedashed anything. His uthrow, however, is godly. It can kill at percents under 100 if the opponent is light and doesn't DI it. Also, the uthrow can combo into uairs while hovering at low percents. Use mewtwo's throws.

There you have it. My first guide for Mewtwo. I hope this may have either help you get started with mewtwo, or improve his game a little bit. As a better player than others out there (I'm not at the skill level to compete in Apex), I believe I should share some knowledge that I have of this character.


General Information:

If you have trouble with performing utilts and uairs, turn tap jump off. This would force you to use buttons to jump, but make uairs and utilts really easy. Also, most other people turn tap jump off, for easier short hops as well, and so you can never do the accidental jump when teleporting.
Author
MysticSkarps
Views
912
First release
Last update
Rating
3.50 star(s) 6 ratings

Latest reviews

Incomplete but some good points
Top Bottom