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Studying in the Cerulean Cave: Maedhros's Comprehensive Guide to Mewtwo

Studying in the Cerulean Cave: Maedhros's Comprehensive Guide to Mewtwo

Game Versions
Smash 3DS, Smash Wii U
Directory:

Use Ctrl + F to find a certain section

Introduction: Mission and Reading Track

Section 1: How to Play and Directory
1.1: How to Play
This section covers basic Mewtwo knowledge and serves as a start to learning how Mewtwo works​
1.2: Attributes
Attributes is a list of his non-move data and a list of Pros and Cons.​
1.3: Is Mewtwo Right for You
This section goes over what type of character Mewtwo. It's use is for you to determine whether or not Mewtwo is the right character for you.​
Section 2: Moveset Analysis
2.1: Moveset Analysis
This section is completely devoted to Mewtwo's moveset and serves as a general overview of how his moves work, their framedata and special attributes.​
Section 3: Movement and Neutral
3.1: Movement
3.1.1: Movement
This section covers how Mewtwo moves and serves as an introduction to movement in general.​
3.1.2: Movement Options
This part focus on what to use as movement. Namely Teleport, running, walking and Confusion.​
3.1.3: Tech in Movement
The final part of this section focuses on the AT portion. So PP, EDD, DD and tech of their ilk.​

3.2: Neutral
3.2.1: Overview
The overview explains the concept of Neutral and gives a general explanation of Mewtwo's Neutral​
3.2.2: Moves in Neutral
This section explains what use certain moves have, and what not to use.​
3.3.3: Tech in Neutral
This is an explanation of how PP, Phasing and walking can be used in Neutral.​
Section 4: Combos and Kill Percents
4.1: Combo Game Overview
This section goes over combos, how Mewtwo's combo game differs from the norm and how his combo game works.​
4.2: Combo Game Guide
The guide goes over the combos and each moves specific combo tree. This section also includes commentary on every combo to help you better understand them.​
4.3: Mewtwo's Infinite
This goes over the intricacies of the combo, including options and downsides.​
4.4: Kill Percents
As the name implies, this section contains Sheik's and Mario's death percentages.​
4.5: How to Lab
An overview/guide on how to accurately lab.​
Section 5: Off-Stage and Playstyles
5.1: Off-Stage
Off-stage covers everything from gimping to recovering. Definitely something to read through.​
5.2: Playstyles
Playstyles goes over the various methods and tactics used to play Mewtwo. At the moment this includes Punishing and Defensive.​
Section 6: Advanced and Miscellaneous Topics
6.1: Shieldstun
This section goes in-depth with how much shieldstun each move will deal, and whether or not it is safe on shield.​
6.2: Advanced Techniques
This offers a cursory overview of Mewtwo's general AT's. More in-depth explanations can be found in my other guides as well as in this one.​
6.3 Platform Locking (Updating)
Platform Locking goes over the various ways to force an opponent onto a platform, and the optimal punish afterwards.​
6.4: Upper Level AT's
PP: It's the future. Read it.
Step Dash: Not so much the future, read why.​
6.5: Stages (Updating)
Stages goes over the pros/cons of each stage, and has a little snippet detailing my thoughts on each stage.​
6.6: Platform Pressure
This section covers how to optimally pressure an opponent stuck on a platform, as well as why it is worth it.​
6.7: Dtilt Whiffbox (Coming Soon!)

6.8: Training Regimens (Coming Soon!)

6.9: Match Analysis Archives
This section contains all the match analysis's done by the Mewtwo boards in the official thread.​
6.10: Match-Ups Information
This section contains information that is character specific. For example, each character has a tab, and in the tab there is a list of specific things like Confusion PF Locking. Good for brushing up before fighting your next opponent in a tournament.​
Section 7: Counterplay, How to Beat Mewtwo
7.1: How to DI Fthrow
Self-explanatory.​
7.2: How to Escape Combos
This section covers how to escape from some of Mewtwo's more potent combos.​
7.3: How to DI Mewtwo's Kill Moves (Coming Soon!)
Section 8: Terms, Discussion Topics and Update Log
8.1: Terms
What the **** does GOAT mean???​
8.3: Discussion Topics
This section covers a variety of useful topics.​
8.4: Mewtwo's Infinite (Original Post)
The original Infinite post! Yay posterity!​
8.5: Useful Threads (Outdated)
Just use the stickied thread instead....​
8.6: Sub-Guides
8.5.1: Nair Knockback (Link: mewtwos-nair-knockback )
8.5.2: Phasing (Link: phasing )​
8.7: Update Log
You get to see what I added, when!​

(Note: The updates section is just an archiving of old versions, the most up-to-date one is the main one, not the one under the updates tab.)

Introduction:

Hi! I am Sonicninja/Maedhros, the moderator of the Mewtwo and Diddy Kong boards. Currently, I am running a Youtube Channel (Just look up my name on Youtube), as well as labbing Mewtwo with a bit of tinkering with Diddy and Bayonetta. If you have any questions whatsoever about Mewtwo, this guide, any of the subsequent guides or Diddy Kong then feel free to ask. I will always answer and I regularly check the Q&A threads as well. I hope you enjoy this guide!
Mission:

The point of this guide is to inform as many people as possible. Mainly on Mewtwo's strengths, but also on his weaknesses. This is a guide on how to play Mewtwo, and soon to be a guide on how to beat Mewtwo. Knowing your weaknesses is vital to playing a character, and the opponent knowing how to beat you forces you to become better through training and labbing, a win/win situation.​

Important:
Read Before Continuing

This guide is rather comprehensive, and thus, difficult to understand. Because of this, I decided to make a Suggested Read Track. It breaks my guide up into three "levels," eventually leading up to proficiency with Mewtwo. This Schedule will give my thoughts on how to read through the guide, as well as why I suggest it. Hope this helps!

Suggested Reading Track:

Level 1:

Beginner is where you are just picking up Mewtwo, and somewhat new to the game. I would suggest reading about Mewtwo's moves, the character itself and combo game. Don't worry about learning the difficult combos yet. Just focus on getting your bread n' butter combos. Dtilt-Fair and stuff.

Read sections:
1: How to Play
2: Moveset Analysis
4: Combos and Kill Percents
8: Miscellaneous (Unnecessary)
Level 2:

This is when you know what Mewtwo is capable of, and you have a fair grasp of how Mewtwo works. At this point, you will want to try your hand at some advanced concepts. Non-Advanced Movement, Nair and advanced Dtilt combos as well as Playstyles and Off-stage tactics.

Read Sections:
3: Movement
4: Combos and Kill Percents
5: Off-Stage and Playstyles
Level 3:

At this point, you have a good grasp on most of Mewtwo's fundamentals, and are learning Mewtwo's harder techniques. This is when I would suggest looking into Advanced Movement, advanced techniques and analysis. This is where you start becoming proficient with Mewtwo.

Read Sections:
3: Advanced Movement
6: Advanced Topics
7: Counterplay
Final Words:

After finishing this reading track, continue practicing your techs and combos and building your knowledge of the character. After finishing this, you are relatively proficient with Mewtwo, to the extent where you know his options, his combos, and most of his metagame. Good luck on improving on your own!

Section 1:



1.1: How to Play: A General Introduction To Mewtwo


Mewtwo's History in Smash 4:
Mewtwo is an interesting character. He is currently ranked top 10 on the 4BR tier list and widely considered to be top 10 by the general public.His combination of combos, speed, projectile and anti-projectile game mixed with a great airdodge, long, fast tilts and an amazing recovery is enough to make anyone cringe when they see one in their bracket. Although Mewtwo is currently considered great, this was not always the case.

Upon release, Mewtwo was met with mixed reviews. His hitboxes where weird, he seemingly had no combos and no grab combos and he was incredibly light, weighing 72 units. Luckily, a select few stuck with the character. On Smashboards, we had Metalex, Raykz, Meleebrawler, Raynoire, Browny, 420Quickscoper and myself all working towards furthering Mewtwo's metagame. While some of them have fallen away from Mewtwo a bit, a few still remain. As time went on, Mewsquared picked up the psychic pokemon. Mewsquared (At one point ranked #1 in DFW, currently an HM for being inactive.) started the first inklings in peoples minds that maybe Mewtwo wasn't quite as bad as everyone thought he was. As June dragged on, Mewsquared started placing higher and higher over the summer months. Although he didn't win his first Shockwave until February of the next year, he was still a constant threat, and furthered Mewtwo's metagame.

The real start of Mewtwo's rise to prominence was in October, 2015. In that time period, both Rich Brown and LoF l Blue picked up the Legendary pokemon. Rich Brown switching from his previous main, Olimar and Blue switching from Sonic. Before this, we were used to seeing the occasional Mewtwo from Japanese tri-main Ginko and Mewsquareds. Mewsquared had an extremely aggressive Mewtwo, and ginko only utilized Mewtwo against campy characters like Villager. So seeing Blue's incredibly defensive Mewtwo and Rich Browns punish oriented one was quite a shock. They really raised Mewtwo's potential to another level by simply playing the character how they thought he should be played. It was at this time that Mewtwo's metagame really started to bloom.With the big 3, Mewsquared, Blue and Rich Brown all innovating and taking names, people were able to see that Mewtwo might possibly be a mid tier instead of his usual 55th position. Then, when everything was going right, things got better. While most of the smash community was groaning on December 15, 2015, a select few were leaping for joy. Mewtwo had been patched. Not only did they increase his combo potential, they made him faster and gave him more options. This patch caused Abadango to start practicing him more, doing lab streams focused on Mewtwo. (Note: Abadango played Mewtwo from day 1, Pac-man and Metaknightt were just better.) On January 4th, KillerJawz (No. X in London) released an in-depth Mewtwo analysis, bringing himself and the full affect of the recent patch into prominence.

While the hype eventually died down, Mewtwo's kept on innovating and pushing the character to his limits. A plethora of new options and combos were being discovered. Advanced techniques like Phasing, Ledge-Cancelling and Perfect Pivots were being explored, and then, Patch 1.1.5 hit. This was the kicker. Mewtwo was now as fast as Sheik. He received less lag on his Usmash. His Nair got increased size on it's hitboxes, and Mewtwo got a weight buff. Granted he know dies 2% later (Woot!) but hey!

March and April were a big months for Mewtwo. Mewsquared 6 stocked Mew2king's Cloud and Abadango confirmed that he was going to go Mewtwo at Pound. April 3rd rolled around, and Abadango managed to beat Marss, Ally, Void, Larry Lurr and Dabuz to claim Pound 6. This was the true start of the "Mewtwo Revolution" After this, Void started experimenting with the character, and now counts him as a secondary. Abadango would go on to get 3rd at Midwest Mayhem 2, 2nd at BAM8, 5th at Smash n' Splash 2, 4th at CEO and 5th at Evo. He has also traveled to Europe and took out there best at PPT, and he won Clutch City Clash. While Abadango has definitely stolen the spotlight, Rich Brown has had some success as well. As of July, 2016, he is ranked 7th on the extremely stacked SoCal PR. He also boasts 17th at Evo, Ktar Saga and SSC, as well as 25th at CEO and 7th at Fresh Saga. Definitely a player on the rise.

As of August 22nd, Mewtwo officially became a top tier, being placed in the 8-11 section. This is in stark contrast to his bottom 10 placement on the previous tier list.

Mewtwo remains a top tier, and currently has three top level players.
Rich Brown: SoCal 6, PGR V2 l 23
WaDi: MDVA #1, PGR V2 l 21
Abadango: Japan #12 PGR V2 l 7

Mewtwo as a Character:


Mewtwo is characterized by many attributes, however, I will get into those in detail later. Mewtwo is a tall character with a large frame and tail. Thankfully, he doesn't have the Melee attribute of the entire tail being a hurtbox. Instead, only a 1/5th of it is, basically the base. His attacks fall into 2 categories, Psychic and Tail. Mewtwo uses his tail as a blunt force weapon, while he enhances the reach of his legs and arms with his psychic ability. All of his specials revolve around his Psychic aspect. In a less abstract way, Mewtwo is a interesting character. He has an excellent punish game, great movement/options and amazing reach on tilts. What really sets him apart from most of the cast is his complete and utter lack of throw combos. Nothing even links. It just doesn't work. Thus, Mewtwo relies on his throws as a finisher or a possible extender over a combo starter.

Aspects:

1: Glass Cannon

Mewtwo is best classified as a Glass Cannon character. The theory behind the term Glass Cannon is that the character is extremely powerful, but dies very early. This is the trade off. High reward, but that high reward comes at a risk. Another example of a Glass Cannon is Pichu from Melee. He is the perfect example of how badly balanced a Glass Cannon can be. While Pichu has incredible power, he has gigantic drawbacks in his weight plus his self-harming tendencies. Mewtwo is an example of a finely tuned Glass Cannon. He has a lot of power, combos and speed, but one mistake could mean 50% or a stock.

2: Floaty

Mewtwo is also classified as a "Floaty" character, although this is technically not true. Kurogane Hammer puts the cut-off for the "Floaty" description at Charizard, a few places below Mewtwo, calling Mewtwo fairly floaty. The main reason this is such a detriment in his case is that it is a combination of mediocre fall speed and poor landing options. Now, a "Floaty" character is a character that has mediocre/bad fall speed, and usually has bad aerial speed. For example, Peach is a "Floaty" character in both Melee and Smash 4, however, it is much more prevalent in Melee. In any match, you can see Peach get juggled by faster characters like Fox and Marth, who have far better fall speed and air speed.

3: Speed

Although Mewtwo is quite large, he is also quite fast. He has mediocre frame data, but this is off-set by his insane range. Take Cloud for instance. His frame data leaves a lot to be desired, but he is still considered great because of his amazing autocancel windows and range. The majority of Mewtwo's speed lies in his run speed. Currently, he has the 7th fastest run speed. This is coupled with a great PP, LC and foxtrot game, allowing Mewtwo to quickly and precisely move anywhere.
1.2: Attributes:
Weight: 74 (57th)

Gravity: 0.082 (38th)

Air Acceleration: 0.03 (50-53)

Jumpsquat: 5 (14-42)

Run Speed: 2.05 (7th)

Walk Speed: 1.2 (15-17)

Air Speed: 1.25 (3rd)

Fall Speed: (32-35)
Max Fall Speed: 1.5

Fast Fall Speed: 2.4​

Skid Frames: 23 Frames (46th)

Victory Screen Inputs:

Coming soon????


Pros:
Punish Game:

Mewtwo has one of the best Punish games in Sm4sh, rivaling ZSS. The biggest difference is that ZSS is more rewarding in general and her combos are usually easier to pull off. With his fast Dtilt and strong aerials, Mewtwo is able to punish a plethora of mistakes and lag. Mewtwo is scarier when you know how to combo and capitalize off of the punish, as punishes tend to deal 30% and can kill at higher Percents. His Dtilt is an instant anti-approach tool and Utilt is an excellent anti-air.​

Recovery:

Mewtwo has four recovery options that, by themselves, are mediocre. When put together, however, they are stunning. Mewtwo has one of the best recoveries in the game, beaten only by Olimar and villager. With it, Mewtwo is able to recover from anywhere on the screen, and oftentimes, still have an option left open.​

Combo Tools:

Mewtwo's combo tools are fast and lengthy. Dtilt will combo into an aerial from 0-130% on average, and Utilt is a great anti-air and can combo into Bair and Uair. His aerials can combo into each other and if they don't, they often link. His Jab guarantees a base Dtilt, and if you read, it can combo into a grab or disable. One of the reasons Mewtwo is so difficult to play is because his combo game is different from the rest of the cast.
Kill Options:

Mewtwo has a plethora of great kill options, his smash attacks kill before 100% and his aerials are great for edge-guarding or getting an early kill with Fair. His specials are great, as they can, stun, LC, kill and set-up a disadvantaged state. All of these can lead to a kill. He may die early, but he kills the enemy almost as early as they kill Mewtwo. Also, Mewtwo has a couple of kill combos, they aren't too difficult so make sure to look into them.​

Cons:
Lightweight:

Being a lightweight, Mewtwo dies earlier then most. However, because of his stellar recovery options, Mewtwo can often live longer then heavy characters. Being part of his glass cannon nature, Mewtwo dies at 80%.​

Juggly:

Mewtwo is rather easy to juggle. This is because of a variety of reasons, the most consequential being that he doesn't have any fast aerials, and that he has a large hurtbox. Mewtwo usually has a very hard time landing, thankfully, his specials give him movement mix-ups that allow Mewtwo to sometimes have an easier time.​

Hit/Hurtbox:

Mewtwo's hurtboxes are perfectly fine, and there is a link in the useful threads section that proves it. The hitbox problem is only on three moves, Uair, Bair and Grab, it is a pain in the butt, however, it will most likely get patched.​

Close Quarters Combat:

Mewtwo relies on spacing, thus, if you can't keep the opponent out of your bubble, Mewtwo suffers. Luckily, Mewtwo has many great spacing moves, and a jab if the opponent gets too close. All these moves can combo, making it very dangerous to be unsafe near Mewtwo. This is more of a small thing that many characters suffer from, however, these characters suffer from this because they have great medium/long range attacks.
1.3: Is Mewtwo Right For You?

Mewtwo, at a low level, is incredibly easy. Prepare to destroy your friends with long tilts and quick, powerful combos. However, prepare to lose after awhile. Mewtwo is an incredibly technical and precise character to play. Due to his light weight and quick inputs, he is also extremely risky. One wrong mistake could end up with you dying at 60%. However, when you have competence with Mewtwo, he is a weapon to be feared. 60% combos that are actually viable, coupled with death options from nearly every move. A massive recovery, where he will nearly always reach the stage is a nice addition. So, in a nutshell, M2 is not a beginners character. Only play him if you are willing to learn and train, otherwise, you would end up far better off with Mario or Cloud.​


Section 2:



2.1: Moveset Analysis:


Attacks:
Jab:




Damage- Initial hit 4% Multi hit 1% Finisher 2% Total 12%
Kill Potential- None
Use- Combo and Damage
Hitbox Active: 6
FAF: 25
Frames on Shield: -7/-19

Analysis:
Jab, while out classed in abilities by Dtilt, is still formidable. At high percents, Jab leads to a number of kill options. While at low percents, it leads into Dtilt, allowing for an extra bit of damage on top of the dtilt combos. It has great mix up potential, you can jab twice to catch a jump or an airdodge, read an airdodge and footstool them or simply Usmash to catch the airdodge, and possibly the jump.

While Jab 1 is great, the mutihit is Mewtwo's worst move. It is easily SDI'ed, and can be broken out with just simple DI. To top it off, you get more damage with Jab-fthrow.
Notable Follow-ups:
Grab
Dtilt
Utilt
Dash Attack:




Damage- 10%, 9%, 6%
Kill Potential- Medium
Use- Pressure, Damage and Follow-ups.
Hitbox Active: 10-11
FAF: 39
Frames on Shield: -14

Analysis:
Dash Attack is a great quick option. When the opponent is in a disadvantageous position or is expecting a grab, Dash Attack can swoop in and net you a sizable amount of damage and a possible combo. Dash Attack's hitbox lasts long enough that beating spotdodges is rather easy. Keep in mind, this move is not safe on shields, and is unsafe in general. Do not use recklessly.
Notable Follow-ups:
Fair
Uair
Usmash
Forward Tilt:




Damage- 10%, 9%, 8%
Kill Potential- Medium
Use- Spacing and High % Killing
Combo Potential- None
Hitbox Active: 10-12
FAF: 36
Frames on Shield: -11/-12

Analysis:
Ftilt is Mewtwo's second worse move. It's only acceptable uses are for jab-locking and 2-framing certain recoveries with the downward variant. Otherwise, it is completely unsafe and outclassed.
Up Tilt:




Damage- 6%, 5%, 4%, 3%
Kill Potential- Medium
Use- Anti-Air and Combos
Hitbox Active: 8
FAF: 30
Frames on Shield: -10

Analysis:
A great anti-air as well as a good combo starter. It is fast enough to punish an aerial option through reaction, and the different hitboxes lead into aerials like Fair/Uair/Bair. When combined with Perfect Pivots, it is possible to do a semi-juggle to get that extra percent. Utilt at low percents can lead into itself and set-up frame trap situations through it's low knockback. At higher percents, it is instrumental in setting up Jab > Utilt > Usmash. It has a strong hit and a weak hit. The weak hit is close to the ground, at about his knees. Because of this, small characters such as Pikachu will always get hit by weak Utilt if they are grounded, while tall characters like Bowser will never get hit by the sourspot.
Notable Follow-ups:
Utilt
Bair
Usmash
Nair
Down Tilt:




Damage- 5%, 4%
Kill Potential- Low
Use- Spacing and Combos
Combo Potential- Large
Hitbox Active: 6-7
FAF: 21
Frames on Shield: -3

Analysis:
The quintessence of Mewtwo's combo game. Without Dtilt, Mewtwo would be so thoroughly heckled that smashers would be made fun of to even mention Mew2king. Thankfully, this isn't the case. Mewtwo's Dtilt is not only fast, it is safe on shield. When spaced to avoid a shield grab, there is nothing your opponent can do to punish it. At low percents, the tip combos into DA, a solid 15% combo. While the tail combos into Fair, Uair, Nair and Dair, each of these creating a plethora of follow-up options. The base combos into everything above as well as Usmash. Mid percents open up the damaging strings. Such as Rising Uair-Fair/Bair and Nair-Bair/Fair. At high percents, Uair is the only true follow-up, and requires a read in order to kill.
Notable Follow-ups:
Pretty much everything​

Smash Attacks:

Forward Smash:



Damage- 19%-26% (Sweetspot) 15%-21% (Sourspot)
Kill Potential- High
Use- Killing and Damaging
Combo Potential- None
Hitbox Active: 19-21
FAF: 53
Frames on Shield: -15/-13

Analysis:
Fsmash has a semi-powerful sweetspot, when compared to other sweetspots of course. It is passably fast and can kill as early as 90% at the edge. It is a good punish option, especially when used with pivot Fsmash as Mewtwo slides and if spaced properly it is quite easy to sweetspot.
Up Smash:



Damage- 1% (Hits 1-6) 10%-14% (Last hit)
Kill Potential- High
Use- Killing and Damaging
Combo Potential- Read Only
Hitbox Active: 9
FAF: 68
Frames on Shield: -20


Analysis:
Quick start-up, large hitbox above Mewtwo and kill power make this a very viable kill option. Dtilt will combo into it and it also serves as an anti-air tool. If an opponent is caught in it, they are put into a disadvantageous position, allowing for further combo potential.
Down Smash:



Damage- 15%-21%
Kill Potential- High
Use- Killing and Damaging
Combo Potential- None
Hitbox Active: 21-22
FAF: 44
Frames on Shield: -5

Analysis:
Very fast with surprisingly low end-lag. It will also kill rather early and would be much better except it sends the opponent into the upper corner. Very good to punish a read or when the opponent is stunned. It is also completely safe on shield at medium charge. Dsmash is also unpunishable by some characters. The low endlag coupled with the high pushback makes it impossible for Mario and others to punish it. Dsmash also has the unique property of being able to hit these characters through a platform.
Unique Attribute:
Dsmash has the interesting ability to hit certain characters through the platforms on Battlefield. Luckily for us, @Bigfoothunter did all the work and labbed it out for us.

- :4ganondorf:Ganondorf - :4samus:Samus - :4zss:Zero Suit Samus
- :4marth:Marth - :4dedede:King Dedede - :4rob:R.O.B.
- :4falcon:Captain Falcon - :4wiifit:Wii Fit Trainer - :4bowser:Bowser
- :rosalina:Rosalina & Luma - :4dk:Donkey Kong - :4bayonetta:Bayonetta
-:4link:Link(Animation)*-:4myfriends:Ike (Animation)*-:4sheik:Sheik (Animation)*
*Animation means they can only be hit during parts of their neutral animation due to hitbox shifting, so not reliable*
Aerials:
Neutral Aerial:




Damage- 1% (Hits 1-8) 4% Finisher
Kill Potential- None
Use- Combo and Damage
Combo Potential- High
Hitbox Active: 7-40
FAF: 46
Landing Lag: 16 (Autocancels: Frame 46)
Frames on Shield: -4/-2

Analysis:
One of Mewtwo's best aerials, as it does 12% in damage and will lead into a Bair/Fair at most percents. It will catch the opponent and drag them along, making it so that Mewtwo is in control of where they will go flying. It is rather easy to set them up in a disadvantageous position. In combination with FF, Nair can even gimp. As it will drag the opponent far down to the areas that a good portion of the cast can't recover from. It can also be used at an advanced level to combo into moves like Dtilt, Utilt or even a footstool > Disable.
Notable Follow-ups:
Dtilt
Utilt
Grab
Footstool
Fair
Forward Aerial:




Damage- 13%
Kill Potential- High
Use- Linking Combos, Damaging and Killing.
Combo Potential- High
Hitbox Active: 6-8
FAF: 38
Landing Lag: 14
Frames on Shield: +2

Analysis:
Mewtwo's Fair is one of the best of it's kind. It does the damage of a heavies, with the speed and combo-ability of a lightweight. Add on to this the fact that it is safe on shield when spaced properly. This move is truly a beast. It combos into nearly every move Mewtwo has, including itself. Furthermore, Fair will kill at approximately 90%, sadly it is usually stale due to use of this salt-inducing move.
Notable Follow-ups:
Fair
Nair
Utilt
Dtilt
Usmash
Back Aerial:




Damage- 13%, 11%, 9%
Kill Potential- Medium
Use- Gimp and Damage
Combo Potential- Into Bair
Hitbox Active: 13-17
FAF: 40
Landing Lag: 17
Frames on Shield: -1/-3

Analysis:
Bair's long arching animation is sadly misleading, as the lower 1/4th does not have a hitbox. Regardless, this move is without any other major qualms. Bair's lasting hitbox is great for circumventing airdodges and gimping. It is completely safe on shield at max range, and is moderately good at punishing a reckless attempt to hit M2 upon landing. Bair is also good as a combo finisher.
Notable Follow-ups:
Fair
Dtilt
Usmash
Utilt
Nair
Grab
Dash Attack​
Up Aerial:





Damage- 11%, 10%, 9%
Kill Potential- Medium
Use- Combo and Damage
Combo Potential- Into Fair and Uair
Hitbox Active: 10-14
FAF: 40
Landing Lag: 13
Frames on Shield: +2/+1

Analysis:
Uair is a combo extender, moderate juggle and frame trap tool, as well as a combo starter. Due to it's good pushback and range, a Fastfall Uair is rather safe, especially when considering the reward it may bring. FF Uair combos into Fair, Uair, Nair and many more. Reliably combos too. A SH Uair can bait out an airdodge, and allow you to punish their 21 frames of Landing Lag. It is possible to get the sweetspot without fastfalling out of a Phase.​
Notable Follow-ups:
Pretty much everything
Down Aerial:




Damage- Grounded, 14% Aerial, 15%
Kill Potential- High
Use- Spike and Damage
Combo Potential- Medium
Hitbox Active: 15-18
FAF: 46
Landing Lag: 18
Frames on Shield: -1

Analysis:
It is the goat kick of destiny, banishing all who dare challenge it into the shadow realms. Plus it does 15% and can KO on-stage at 130%ish. While not his best or safest combo starter, it is one nonetheless. Dair combos into all aerials and a fair amount of grounded moves as well. Dtilt-Dair is a very interesting combo tree, as Dair has a lot of potential. At +1, Dair is relatively safe on shield, however, not versus shield grabs. Also, a SH Dair autocancels.
Notable Follow-ups:
Pretty much everything​

Special Attacks:

Shadowball:




Uncharged:

Damage- 2.5%-24%
Use- Jab locking and keep away
Hitbox Active: 23-
FAF: 49
Frames on Shield: -11

Analysis:
Uncharged SB's can Jab-lock, camp and provide a little extra damage. An uncharged SB grants Mewtwo a plethora of movement options and mix-ups, such as b-reverse and shield cancels. An uncharged SB at high percents will true combo into Grab for the kill (130%).​
Fully Charged:


Damage- 26%
Kill Potential- High
Use- Damaging and Killing
Hitbox Active: 23-
FAF: 49
Frames on Shield: +5

Analysis:
Full Charged Shadowball deals an insane amount of damage, leads into Dash Attack and Grab at low percents, and combos from an Auto-cancelled Nair. It's kill potential is extremely high, especially when fresh. While some players use this often, others hold on to it due to it's immense intimidation factor. However, uncharged Shadowball also has bonuses, so it's up to you.
Notable Follow-ups:
Dash Attack
Fair
Confusion:




Damage-1% (9 Hits)
Use- Aerial confusion to Fair, Command Grab and Reflector.
Hitbox Active: 12-15
FAF: 45
Frames on Shield: Command Grab

Analysis:
Confusion is a reflector and defensive option. It can reflect up to 51% of damage and can link into some moves. Sadly, both characters are put into a neutral situation out of confusion. Aerial Confusion gives M2 a horizontal boost, enhancing his recovery considerably. Confusion can also force some opponents to land on an upper platform, resulting in near guaranteed combos.​
Unique Attribute:
Confusion can force certain characters to land on Battlefields Platform, leading to an easy kill. Props to @Bigfoothunter and @Zivhayr for labbing it.

:4peach:Peach, :4wario:Wario, :4zss:ZSS, :4marth:Marth,
:4duckhunt:Duck Hunt Dog, :4falco:Falco, :4charizard:Charizard, :4ness:Ness, :4olimar:Olimar, :4lucina:Lucina, :4robinm:Robin
:4megaman:Mega Man,:4lucas:Lucas,:4cloud2:Cloud, :4feroy:Roy
Teleport:




Damage- 0%
Use- Recovery, Movement and Mix-ups.
Intangible: 9-17

Analysis:
Teleport is a essential in Mewtwo's toolbox. It is used for recovery, escape and mix-ups. When used with LC it is almost unpunishable and as an escape move it is best used as a mix-up. For recovery, It is intangible and he disappears for most of it. When used in certain locations you can create mix-ups using this knowledge. Mewtwo can snap the ledge from above, so you could position yourself to be able to teleport to either the platform or the ledge.
Disable:




Damage- 1%
Use- Stunner
Hitbox Active: 16-22
FAF: 48
Frames on Shield: -24/-18

Analysis:
Disable is useful as a mix-up and a soft read option. It's main use comes out at the 50%+ range as that is when Mewtwo can get a kill from it. It is safest when used out of a Nair > Footstool. Use it, but don't spam it. Its probably best to reserve it for reads.​

Grabs:

Pummel:

Note: Rule of thumb, one pummel above 50%, 2 pummels around 100%, rarely go for three. If your opponent is mashing like crazy, think carefully.

Damage- 2%
Forward Throw:




Damage- 13%
Kill Potential- None
Use- Damage and Stage control
Combo Potential- None

Analysis-
Fthrow is Mewtwo's most damaging throw, and his go-to option after grabbing someone at low percents. Most characters can DI/SDI it at 50% to bring the damage down to 9%, and down to 7% at 100%.

It is possible to chain Fthrow on the Smashville Platform on certain characters.
Back Throw:




Damage- 10%
Kill Potential- High
Use- Killing and Stage Control
Combo Potential- None

Analysis-
Mewtwo has the fourth best Bthrow in the game, it can kill Mario on BF from the edge at 115% without DI or rage. Bthrow can also be used to damage the opponent and put them at a disadvantaged state. One of it's better uses is also to gain stage control and time to charge a SB.​
#1 Ness
31% gap LOL
#2 Lucas
1% gap
#3 Villager
2% gap
#4 Mewtwo
Up Throw:




Damage- 12%
Kill Potential- High
Use- Kill and Minor Follow-ups
Combo Potential- Uair, Minor

Analysis-
Mewtwo has the best Uthrow in the game, without DI on BF it will kill Mario at 143%. Uthrow is good at sealing off a stock against opponents that are to fast for a smash attack. At lower percents, Uthrow can be followed up with a juggling situation, but it is often best to save it for killing as staling will make it kill 10% later after one use.​
#1 Mewtwo
14% gap
#2 Lucas
5% gap
#3 Olimar
5% gap
#4 Charizard
Down Throw:




Damage- 9%

Kill Potential- None
Use- Minor Follow-ups
Combo Potential- Fair, Minor

Analysis-
Dthrow is used mainly as a read throw. With an airdodge read and proper set-up, you can net a disable or Fair. Dthrow > Fair is actually a true combo at very specific percents, in specific circumstances, versus specific characters. But it can actually true combo.
Platform Lock Percents:
:4mario: BF: 49-71% DL 66-84%​
Miscellaneous:
Airdodge:

Invincibility Frames: 2-24
Length: 29 frames
Landing Lag: 21 Frames (Universal)
Rank: 1st
Special Attributes: Maintains momentum when buffered out of Hitstun and Mewtwo disappears for the duration of it.
Spotdodge:

Invincibility: 2-14
Length: 25 frames
Rank: 10th
Forward Roll:

Invincibility: 4-13
Length: 30 frames
Rank: 29th
Back Roll:

Invincibility: 4-13
Length: 30 frames
Rank:29th

Section 3:



3.1: Movement:


Walking:
Walking is an extremely underrated option. When walking, one sacrifices speed for versatility. In other words, while you do not move as fast, you have far more options at your disposal then when running. M2 benefits greatly from walking, as it allows him to methodically plan out and space his tilts. This is not to say, that you should only walk. Running is great. Jumping is great. However, walking is a nearly essential aspect of Mewtwo's meta. As an example, a walking Dtilt gives Mewtwo momentum when using it, causing him to slide forward and allowing moves to combo easier.​

Running:
M2 is one of the fastest runners in Smash 4. The 7th fastest to be exact. This allows him to quickly move around and position himself in opportune positions. Running's main downside is a lack of options. You cannot use tilts out of a run, only Grab, jump, Dash Attack or shield. This trade-off is countered by the increased speed it provides. The very beginning of a dash has a lag to it. Basically, after inputting a dash, you cannot Shield for a certain number of frames. However, you can still do any other option available to a running Mewtwo.
Phasing:
Phasing is a great movement option. It allows Mewtwo to quickly and invisibly move around. Mewtwo can approach, retreat and even hop onto platforms with a Phase. for more on movement with Phasing, check out this guide:


Movement Options:

Movement Options Overview:
This section explains the moves and there various abilities for movement.​

Teleport:

Teleport can be used in many ways. Ledge-Canceling, Recovering and for quickly moving from one place to another.

Ledge-Canceling: By teleporting at the edge of the stage/platform can cancel the endlag Mewtwo would usually suffer. This is done by aiming for the edge of a platform/stage, and using the near max distance of a teleport. Mewtwo will fall off the platform and be able to do whatever he wants, even teleport again. This is obviously beneficial for landing and avoiding a ledge trap scenario.

Recovering: Teleport has sizable range and renders Mewtwo invisible for most of it. Teleport also has some invincibility frames which are considerably helpful. It can go in any direction and sweetspotting the ledge is not difficult after a little practice. You can snap to the ledge from above a horizontal level in order to remove any chance of a 2 frame punish due to weird mechanics.

Moving quickly: This mainly pertains to ledge cancelling. Mewtwo regains his double jump after a ledge cancel. This allows him to have a large amount of control and many options for landing and moving around utilizing the platforms. You can also teleport without a ledge cancel as it is a relatively safe mix up. Relatively.

Confusion:

Confusion is mainly used as a Mix-up and a way of recovering

Mix-up: Since confusion has so many variations in it's movement, full forward, pull back and b-reverse, it can be used to trick up your opponent and reach the stage. The fact that you lose your hop the second time you use it in the air can also be beneficial, as the opponent may not see it coming.

Recovering: Due to Confusions "hop," Mewtwo gains an extra jump. This extra boost is great at moving horizontally towards the stage to avoid using a double jump or get into reach of the ledge. Remember, you only get the hop the first time you use it. The second time, you will fall. However, this resets as soon as you grab the ledge or touch the ground.

Shadowball:

Uncharged: Uncharged Shadowball(or SB) can be used as a bait and a movement option.


Full Charged: This move, in conjunction with B-Reverse can be used as a Movement Option.

AT Movement Options:

AT Movement Overview:
AT Movement is a crucial part of any smash game. It provides mix-ups and allows for better combo extensions. Some are more worthwhile then others, but it is best to know them all.​

Perfect Pivoting (PP):

Refer to the article in Section 6.

Foxtrot:

A foxtrot is a technique involving the first part of a dash, the section where Mewtwo cannot stop or shield. After this action, there is a small time frame where you can dash again without experiencing any lag. You can dash forward or backwards, without experiencing the turn-around animation. You can do this action repeatedly to move around the stage. While this method is inherently slower then running, as well as harder, it is not without upsides. A foxtrot can be used to move quicker then a walk with some of the options of walking. A foxtrot can be cancelled into another foxtrot, a perfect pivot or a dash dance.

Dash Dancing (DD):

Dash dancing relies on the fact that on the first frame of a dash, you can cancel it and dash the other direction. A repeated use of this technique is called dash dancing. This technique is far more prevalent and easier in Melee. In Smash 4, it is useful, but not essential. It is mainly used as a mix-up option to trick the opponent into shielding or behaving defensively.

Ledge-Cancelling:

Ledge-Cancelling (LC) is one of Mewtwo's best character specific AT's. Considering he has about five in total, this is not surprising.LC is mainly used to aid in landing and quickly move around the stage.

Movement and Positions:

As said above, LC's best use is to aid in landing, or to quickly move around the stage. In the image below, you can see the approximate positions where ledge cancelling is possible. I also have a video on it, which is linked in the Advanced Techniques Section (Section 6).

Ground to Ledge- If Mewtwo is running then teleport right before Mewtwo goes under the platform. If Mewtwo is not running then teleport while Mewtwo is slightly under the platform.

Input- :GCU::GCB: + :GCN: (towards ledge)

Platform to Ledge- While standing on the platform, teleport and then point the joystick down while facing the ledge.

Input-:GCU::GCB: + :GCD:

Air to Platform-

Version 1- Full hop and then at the apex of the jump teleport straight down.

Input- :GCY: + :GCU::GCB: + :GCD:

Version 2- This one requires precise timing and spacing, but is a very useful tool in avoiding bad situations or landing quickly and safely.

Interesting Properties of LC-
1. If Mewtwo is running then he will teleport farther, but if he runs and teleport backwards it counts as a standing teleport.

2. When standing on dreamlands lower platforms it is impossible to LC with a down input as it will always send Mewtwo into the middle of the stage.

3. It is possible for Mewtwo to LC on the top platform of BF and then immediately LC on the lower platform.

4. Stages have different sweetspot zones because of there size and platform placement, but the LC zone is always in the same area.

5. You can LC the main platform of Lylat from the respawn platform.
Practicing LC:

In the beginning, you will want to simply learn the zones. By zones, I mean the general area in which you can ledge-cancel. Practice ledge-cancelling on the stage first, as it is the easiest. Then, when you are comfortable with the inputs, start practicing on the platforms. Eventually, you will be able to do this on the fly. It just takes time and practice.

3.2: Neutral:

Overview:
The Neutral is a rather abstract core foundation of Smash. By abstract, I mean that it has many intricacies, it is vastly different from character to character, and it is extremely hard to explain. In short, the Neutral is a time in which neither character has advantage, or inversely, disadvantage. It is the time when both players are carefully calculating their options so as to get the advantage state.
Now that I have talked in mystical terms, let me explain myself. The advantage state comes about when one character is in an advantageous position over the other. Thus, one player has advantage, the other has disadvantage. Mewtwo is an advantage when the opponent is off-stage, or on the ledge. He is also in advantage when the opponent is hit by a Nair, or launched by a Dtilt. Positions in which one character is in an opportune spot, ready to punish the opponent, is considered advantage. For an explanation of disadvantage, imagine the previous scenarios, except reverse them.

Moving on, I can now discuss the Neutral. The neutral is the most important part of a game. While one may know every single option and combo available to them, they are useless if you can't hit the opponent. That is why neutral is so important. The Neutral is usually a series of safe, low risk strategies used by both opponents. Walking around the stage. Camping with bombs or shadowballs. Using banana. All of these are safe and optimal neutral strategies. The goal of neutral is to hit your opponent, and put them into a disadvantageous position. Thus, I can use Mewtwo as a prime example.

Mewtwo's neutral game revolves around careful usage of his options. Dtilt is one of his best options because of this. Dtilt is rather safe, being very long and only -3 on shield drop. Because of this, you can carefully space Dtilt so that it is unpunishable. However, if it is to hit, Mewtwo will have the opportunity to unleash a combo and gain advantage. Other good options include phasing, Fair, shadowball, Utilt and - to an extent - Nair. I go into detail on these moves below.

Winning Neutral is key to securing the victory. However, knowing when to reset to Neutral is just as important. When you don't reset to Neutral at the proper time, you are doing something called "overextending" or going too far. This usually happens when one goes too far off-stage, or they go for an untrue option. Overextending may not seem "that" bad, but that is not all there is to it. When you overextend, you are putting yourself in an unfavorable position. You go to far off-stage and then the opponent gets on to the stage and can now ledge trap you. You go for an untrue option, and now the opponent can hit you and trigger their own combo. This does not always happen when you overextend, but the main problem is that it can happen. This is all very abstract, I know. It's not an easy thing to get a good grasp on. However, this is a core component of fighting games, and is essential in order to reach a high level.
Moves In Neutral:
Dtilt:
Dtilt is one of Mewtwo's fastest moves, and is only -3 on shield. While -3 would usually be seen as bad, this is not the case for Mewtwo. Due to Dtilt's disjoints and large range, it is actually relatively safe to throw out. Only a base hit is truly unsafe. Because of this, and Dtilt's many uses, this move is essential in the neutral. High reward, low risk.

Usefulness: 5/5
Utilt:
Utilt is not a move that you throw out in neutral. It is good, but only in certain circumstances. It's main use is as an anti-air, if you predict a SH aerial from an opponent. Besides that, it is outclassed by Dtilt in regards to the neutral. In certain MUs, Utilt gains more uses. However, this is due to the fact that Utilt-Usmash can easily combo and kill on shorter characters. Pretty good reward, but mainly an anti-air.

Usefulness: 3/5
Nair:
Nair is a controversial part of Mewtwo's neutral. It is agreed upon that Nair in neutral is a bad idea. Not by nobodies, but by top Mewtwo players. It is slow, unsafe on shield, and has small hitboxes. Despite this, they all use it in neutral. This is because it is incredibly complicated. When it comes down to it, Nair has an incredibly high reward. Even though this is coupled with a risk, it can still be worthwhile to use it. Top players have built mind games, mix-ups and frame traps to try and circumvent some of the downsides, and they have been pretty successful. However, when it comes down to it, Nair is best used as a punish or defensive option, and not as an approach option. Check out this post by Killerjawz (The best European Mewtwo) and hear his thoughts on it.
Nair for mewtwo is a really unique tool. it has several different uses and these uses differ depending on the zones you're controlling, as well as match ups, stages and other things. the move itself has no place in neutral. and most of the time abadango attempted to 'approach' with this move, he gained literally nothing, and was frequently anti aired. watch void/mars vs abadango and you can see how often his nairs got stuffed for using them too far away.

When you're directly next to someone however, nair becomes an incredible move, but not just because of what it does, but because of what mewtwo can do in this situation. if the opponent's back is to you and yours is to them, but you're really close to eachother, you obviously can't bair (you wouldn't anyway), so nair can cover them, provided you gets yours out first.

Aba always dashes into a zone where he's just outside of dtilt range so he can apply direct pressure with several moves, nair included. the reason this is so strong is because it's a constant hitbox that doesn't require any specific timing, as the move refreshes itself really quickly. if he uses it outside of this zone when an opponent has an answer ready, he gets punished (as he did many many times).

Nair is a strong tool for mewtwo. it covers ledge beautifully if you time it correctly, it combos into many moves, can be used to set up a foostool combo, is safe on block, can cross up, does good damage and can pressure platforms among even more things i haven't listed, but you cannot and should not use this move to dart across the air. the hitboxes are still tiny, even after the changes, you will STILL lose to everything that comes your way, you will still lose trades, that didn't change.

Usefulness: 3/5, Don't be dumb, and it should be fine.
Fair:
Fair is long, deals high damage, and is +2 on shield. This turns out to be a beautiful combination in the neutral. Fair is generally safe and has combo potential. When it comes down to it, this is an amazing move. However, spacing and mix-ups are important. If spaced improperly, you can get shield grabbed. Also, if you are too predictable, you can get punished hard. This is a small warning, as it is one of his best tools in neutral.

Usefulness: 5/5
Shadowball:
Shadowball is a great multipurpose tool. I'll start off with Mini SB's. They are great for forcing your opponent to play defensively, or at least move where you want them to. Furthermore, if they get hit then you have a whole tree of mix-ups to hit them with. 3% is also nothing to scoff at, as it is easy damage. Full Charged shadowballs should mainly be used with a read, as otherwise they are easier to avoid. A full charged shadowball does an incredible amount of damage and shieldstun. Also, it is slow enough that you can gain stage control with it's pressure. In a nutshell, this is a projectile and is quick/good enough to use in neutral.

Usefulness: 4/5, Don't use at close range, mid-long range only.
Tech in Neutral:

Phasing:
Phasing, also known as SHAD (Short hop airdodge), is an amazing tool in Mewtwo's kit. Due to it's quick start-up and opportune FAF, Mewtwo can use any aerial bar Dair before landing. Mewtwo jumps, airdodges and then comes out with a safe attack. This techniques viability is increased by the fact that Mewtwo disappears during his airdodge animation. You can keep it from becoming predictable by mixing up aggressive and defensive options. In a nutshell, this technique is hard to punish and great in neutral.

Usefulness: 4/5
Perfect Pivoting:
Perfect pivoting is already only used in specific areas, and this only narrows down the list. PP's main use in neutral is for micro-spacing. A perfect pivot into a shield is a good way to throw off the opponents spacing, and a perfect pivot dtilt out of a foxtrot makes Dtilt virtually unpunishable. Good, but specific.

Usefulness: 3/5
C-Bounce:
This is a complicated technique mainly used by top Mewtwo player Rich Brown. By utilizing both versions of b-reverse on the same shadowball, it is possible to switch momentum, while facing the same direction. This technique is far easier in the air then on the ground. The grounded variation requires a specific technique explained in the AT section. This technique allows you to apply pressure, and then quickly retreat while charging a shadowball. Also, you can use it to bait out an option and then punish it. Because of this, this technique is pretty viable, although annoyingly hard.

Usefulness: 4/5
Section 4:

Combo Game:

Check out the Combo Compendium for a character specific list!

4.1: Mewtwo's Combo Game: Overview

True Combo:

A combo is slang for a combination of various moves, also called strings of moves. A true combo is an inescapable combination of strings. For example, Dtilt-Fair is a true combo, while Cloud doing a Nair-Dash Attack is a string, as it can be avoided. In a more technical sense, a true combo cannot be escaped. You cannot attack, airdodge or jump out of it.

The easiest way to tell if a combo is a true combo is Training Mode. Their are various things that can "break" the combo meter, but for the most part it is correct. Furthermore, some things that actually will true combo will not appear on the meter, and this is due to the fact that the opponent has 1 frame to escape. As there are very few 1 frame escape options, this means that the combo actually can work. Sadly, the meter will tell you it doesn't. For clarification, you can one frame to do an option, but as soon as you input that option, you are hit again. This is a large factor in people losing jumps, as you can input it, and then immediately lose it.

Strings:

Strings are a series of moves that do not necessarily true combo, but can work. This concept is most often seen with Bayonetta and Sheik. Sheik has a plethora of moves she can use to keep you in the air and stuck in her combos. While you can eventually airdodge her Ftilt strings, she can simply punish your airdodge with a Dtilt and continue her string. In other words, even though you can do an escape option, the combo can still work.

Strings are also formed around reads. If you correctly read an opponents option, you can punish accordingly. For example, if you read an airdodge, you can finish off a Dtilt > DJ Uair combo with a Dair instead of a Fair, spiking them. Or if you Dtilt > Fair and read the jump, you could DJ Uair after the fair to try and catch their jump and continue the combo. This form is also very prevalent in Sheiks gameplay, as a lot of her combos can be escaped. However, while they can be escaped, she has 3 options that can cover your escape option and continue her string.

Overview:
Mewtwo has an interesting combo game. While most characters rely on grabs for the major portion of their combo games, Mewtwo does not have a single combo off of a throw. Instead, he has an extensive tree of combos all stemming from his aerials and tilts. Every single one of his aerials has a combo tree of it's own, and both Utilt and Dtilt are extremely viable combo starters. These combo starters are combined with good, slightly janky, aerial movement and the 7th fastest run speed in the game to create a force to be reckoned with. His combo game is further enhanced by the fact that Dtilt, Utilt, Bair and Uair all have multiple hitboxes, including weak ones. This diversity allows for combos at many vastly different percents, all depending on what hitbox you use.

In truth, Mewtwo's combo game defines the character. His glass cannon description is fulfilled by his crazy, hype-inducing combos. While they are not the easiest to learn by any account, they never fail to be visually stunning and inspire fear in the opponent.​


4.2: Mewtwo's Combo Game: Guide:

Introduction:
This Section explains the different properties and possibilities available from each combo starting move.

Note: Classifications
Low Percents: 0-30%
Medium Percents: 31-70%
High Percents: 71%+
Dtilt:


Low Percents:
Medium Percents:

High Percents:​
Utilt:
Utilt's combo game is only in the lower percents, 0-40%. Outside of this, it is only useful for anti-air and really high percent killing.

Low Percents: At really low percents, Utilt can combo into itself. In the 15-40% it can combo into Bair and sometimes Uair. This is mainly a B&B combo as it is not hard to pull off and adds a healthy 20% to there damage.
Jab:
Jab has very low KB, in other words, it will almost always combo into something. It is mainly used to start a combo for the extra percent it provides. The KB on it makes it easy to land a sweetspot Dtilt, making Jab even more beneficial.
Nair:
Nair has set KB on certain portions, allowing it to be a good, but difficult, combo starter. Check out the Nair KB section to learn how to combo with it. Otherwise, Nair can combo at 10-70% dealing up to 29%. It is possible to kill with Fair if you have complete control over the KB and lucky stage positioning.
FF Uair:
FF Uair is one of Mewtwo's best combo moves. It is safe on shield, and it's risk/reward ratio is in his favor, being low risk/high reward. FF Uair starts kill combos as well as 50% strings that are inescapable. each hitbox has different combo potential, allowing Mewtwo to combo for an extended period compared to Fair.

Note: FF Uair does not work on :4diddy::4olimar::4greninja::4kirby::4duckhunt::4jigglypuff::4gaw: as they are too short.
Fair:
Fair is a great combo starter at low percents, and combos into itself at medium percent. Fair trues into Dtilt and Utilt, allowing for high damaging strings right off the bat. Because of it's high damage and low landing lag, Fair is safe on shield if spaced properly. Rising Fair also leads into a jab-lock situation if they miss the strict timing.
Confusion:
Aerial Confusion is much better then grounded confusion, and will always combo into DJ Fair or a read for the Uair-Fair combo.​

The Mewtwo boards are currently updating this list. Please understand.

Platform Combo Extensions: ADD

Overview:

Combo's with Mewtwo tend to send the opponent in to the air instead of in front of Mewtwo. (Dtilt,Utilt,Dthrow) Using the platforms allows for extended combos and an optimized punish game. This is mostly thoughts and opinions mixed together with facts. Dthrow can also be used as a starter, check out the Tech Chase guide in the Moveset Spoiler!
(Note: None of the combo's are true, however, Mewtwo has so many options that it is rather scary.)
Example:

Mewtwo is playing on BF and hits Link with a Dtilt at 20%. Mewtwo then follows-up with a Fair and FF's to the platform right below. Mewtwo then proceeds to do an Utilt, extending the combo and leading to an advantaged state.

Mewtwo can also read the opponents option and respond accordingly. Uair is also an option out of Dtilt and Dtilt, Usmash and jab can be used as prediction options, other moves can be used as well, but these are the basic ones.
Possible Combo List: ADD
Dtilt-

Dtilt-Fair-Utilt-Uair/Usmash
Dtilt-Fair-Read Airdodge-Dtilt-Uair/Fair/Nair-Fair/Bair
Dtilt-Fair-Read Airdodge-Jab-Dtilt-Uair/Fair/Nair-Fair/Bair
Dtilt-Nair-Dtilt-Combo
Dtilt-Nair-Jab-Dtilt-Combo
Dtilt-Uair-Utilt-Uair/Usmash/Bair
Dtilt-Uair-Uair
Dtilt-Uair-Read Airdodge-Jab-Dtilt-Fair/Uair/Nair-Fair/Bair​
Utilt-

Utilt-SH Uair-Utilt-Uair/Usmash
Utilt-SH Uair-Read Options
Utilt-Bair-Tech Chase​

General Guide:

Learning to do this is mainly practice and stage awareness. It is definitely optimal to go for these options, but be careful that Mewtwo doesn't get punished by faster characters. Catch them off-guard. It is relatively simple as long as you know the general percent windows and the places in which the combos can be pulled off.

Specific Combo Overview:

Dtilt Combos:

Dtilt > Fair

Descriptor: Bread n' Butter
Damage: 15-18%
Use: Damage
Commentary:
This combo is the most commonly seen out of Mewtwo's combos. This combo is quick, simple and works at a large range of percents. It also has various traps and follow-ups that can be used, although few are true. This is an extremely versatile and important part of Mewtwo's metagame.
Dtilt > Bair

Descriptor: Situational
Damage: 15-20%
Use: Damage, positioning
Commentary:
Optimization and manipulation are the main sources for this combos validity. Dealing 2% more then Dtilt > Fair may seem minuscule, but can be important. The better use for this combo is when you want to send the opponent behind you in order for positional advantage. The forward hit of bair has some follow-ups, but is tricky and inconsistent.​

Dtilt > Uair


Descriptor: Bread n' Butter
Damage: 13-16%
Use: Damage
Commentary:
The combo to go for when all else fails. Dtilt > Uair has a large percent range, and is Mewtwo's last combo to work off of a Dtilt. Thus, when all other combos are out the window, this one is still there. There are various frame traps and set-ups out of Dtilt > Uair, but they are very situational.​

Dtilt > Usmash

Info:
Damage: 20-21%
Use: Damage
Range:
Commentary:
A good low percent combo. It's main drawback is Usmashs lag can cause difficulties, and Fair usually gives a more solid advantage.
Dtilt > Utilt

Info:
Damage: 8-9%
Use: Combo
Range:
Commentary:
The hitbox of Utilt only allows it to true into Uair vs. some characters. This combo is very MU specific because of it. With the Uair, it would be a 20% combo and solid advantage. Without the Uair, it is a wasted oppurtunity for a better follow-up.
Dtilt > Utilt > Uair

Info:
Damage: 21%
Use: Damage
Range:
Commentary:
This is perhaps the most optimal 0-10% range combo. It is more reliable then Dtilt-Fair, and does more percent. The main downside is that it is harder to pull off as it requires a base Dtilt
Dtilt > Nair

Info:
Damage: 16-17%
Use: Combo
Range:
Commentary:
Nair can combo into any aerial, and can also lead into the Footstool combo. This makes this combo one of the best! Sadly, it all relies on your competency with Nair KB. It isn't easy to master, but it's rewards are great.
Dtilt > Nair > Fair/Bair/Uair

Info:
Damage: 29-30%/26-32%/24-28%
Use: Damage, Killing/Damage/Combo
Range:
Commentary:
All these combos are part of the same branch, so-to-speak. Fair is great for Damage, and has a chance of killing at higher percents. Bair is reliable, although it is hard to get a base hit. Uair is great for extending the combo. Each one is great for it's own reason.​

Dtilt > Forward hit of Bair > Fair/DJ Uair > Fair

Info:
Damage: 31%/42%
Use: Damage, Kill Confirm
Range:
Commentary:
This combo is great, but unreliable. It requires precise spacing and a solid read on what way the opponent will DI. It is definitely a High Risk/High Reward combo, and would be considered optimal, except that Low Risk /High Reward combos such as Dtilt-DJ Uair-Fair work at about the same percent.
Dtilt > Nair > DJ Uair > Fair/Bair/Uair

Info:
Damage: 40%/40%/38%
Use: Damage, Killing
Range:
Commentary:
Probably the epitome of Dtilt combos. It strings together 2 of Mewtwo's BnB's, Dtilt-Nair combos and Dtilt-DJ Uair combos. It does an insane amount of damage and can easily kill with certain Nair manipulations. However, it requires a Dtilt-Nair at later percents, which is harder to pull off and the difficulty of this combo is high.
Dtilt > Dash Attack

Info:
Damage: 14%/11%, 27%/24% with Fair follow-up.
Use: Damage
Range:
Commentary:
This combo is pretty good. It relies on the tipper portion of the tail, the one that sends up, not forward. This opens up a combo tree from a part of the tail often ignored. While the Fair after the DA is rarely true, it is still a good option, leading to frame traps and harder punishes. This combo is good, but unreliable at times and character dependent.​

Utilt Combos:

Utilt > Utilt

Info:
Damage: 9%
Use: Damage
Range:
Commentary:
This combo is rather situational. Not only does it not deal as much as the other options, but it leaves Mewtwo in a meh position. I would suggest deferring from this combo and focus on using the following ones.​

Utilt > SH Bair

Info:
Damage: 19%
Use: Damage
Range:
Commentary:
This is a great mid range combo for Mewtwo. While other combos out of Dtilt deal more at this period, this combo is great as it can be done off of an anti-air. They don't have to be on the ground right in front of you for the combo to work.
Utilt > SH Uair

Info:
Damage: 17%
Use: Damage
Range:
Commentary:
This combo is used instead of Bair at low percents. This combo works around 0-15%, and Bair works at about 20% or 25%. Good, but only if you anti-air someone. If you use this on a grounded opponent, you should start with a Dtilt.​

Sourspot Utilt Combos:

Utilt > Usmash

Info:
Damage: 22%
Use: Damage, Killing
Range: 10-140%
Commentary:
BnB kill confirm. This is great against characters that are always hit by the weak hitbox, and it can be used out of Nair as well, adding another kill confirm off of Nair to Mewtwo's considerably large list. This combo can also be started by Jab.​

Utilt > Jab > Utilt Chain

Info:
Damage: Varies
Use: Damage
Range:
Commentary:
This is a chain. While there are ways to get out, jumping and airdodging are out of the question. If the opponent manages to airdodge, they will get hit by the Utilt. If they jump, the Jab or Utilt will catch them. The only way to get out is to DI away. However, you get a nice 15-20% in the meantime, possibly more. Also, you can end the combo at any time and get a finisher off.​

Utilt > Dtilt

Info:
Damage: 11%
Use: Damage, Combo Starter
Range:
Commentary:
This combo is great because it sets up a base Dtilt. You can use a Jab to set up this combo.​

Utilt > Grab

Info:
Damage: Varies
Use: Damage
Range:
Commentary:
Pretty good. More optimal options though. Pretty meh overall.​



Jab-Utilt-Usmash:

Variation:

Dair Reads:
Dtilt-DJ Uair-Dair:

Dthrow-Dair:

Dtilt-Dair/Fair 50/50:
Dtilt-Fair (Ledge):

Rising Dair > Fair

4.3: Infinite:

What it is:
Mewtwo's infinite, or Nair > Footstool > DJC Disable, is a very deadly combo. This combo is formidable on it's own, as it stuns the opponent for a sizable period of time, allowing Mewtwo to charge an Usmash or get a kill combo off.

The most common set-ups for this combo are RAR Nair and Dtilt > RAR Nair. I would suggest reading this guide to learn how to control Nair: guide

The Infinite has downsides, such as possibilities of escape. So, especially at top level play, it is often best to go for the single use, and possibly another. By the third, the opponent will definitely know what you are going for.

The main uses for this combo are Damage, Positioning and Killing.
1. The combo deals about 4-7%, which isn't a lot for the effort put in, but it is still percent.

2. Positioning is a bit harder to explain, but it basically entails setting up a combo in a favorable position. Through use of the combo, you can bring an opponent up onto a platform or closer to the edge to ensure that you combo or kill move will finish the stock.

3. Charge Usmash, bye bye...​

Methods:

Method 1: SH Nair > FF
By catching the opponent and moving back, you can get the footstool off. Another, more popular way, is a RAR Nair.
Method 2: Dtilt > SH Nair
This one is simplistic. Basically, at low percents, Dtilt and SH straight up. Then, move back, fastfall and get the combo.
Method 3: hooo, boy! I like this one!
I like this one.​

(Note: For a detailed description of the Nair manipulations, as well as videos, chech out my Nair guide here.)

How to Beat it:

SDI:

Method 1 SDI:
There are multiple ways to cripple this combo with SDI, but a few can be combated.

The first way is SDI'ing behind Mewtwo. This way will cause you to slide a sizable distance behind Mewtwo. Unfortunately, if this SDI is read then the Mewtwo can counter it by dashing back and then footstooling you. Still trying to confirm 50/50 status.

The second way is by SDI'ing up. This cause you to land a bit later then usual, and considering the combos strict timing, a little bit can mean all the difference. Still trying to confirm.
Method 2 SDI:
SDI is negligible as this combo hinges on no DI away. If you do happen to get hit by Nair, follow the above notes.
Method 3 SDI:
Same as above, except that DI Up is a bit more potent then usual.
DI:

Method 1 DI:
DI'ing back can cause you to slide behind Mewtwo. However, this distance is usually negligible and SDI has a far greater effect, actually giving the possibility of escape.
Method 2 DI:
DI Away.
Method 3 DI:
No DI can beat this combo.
Human Error:
This one is the hands down best way to escape. Buffer an option that negates footstools like Shield and hope for the best.​

Information:


Things to Note:
1: Moving your thumb from :GCY: to :GCB: is literally too slow. It is possible, but ten times harder then switching a button to special or a bumper to jump.

2: Some characters require a small change in input. Remember that pressing :GCDL: while doing the initial jump will mess up the combo. Wait until the Disable input.

Works without :GCDL:/:GCDR: input:
:4bowser::4yoshi::rosalina::4bowserjr::4wario::4littlemac::4link::4zelda::4sheik::4ganondorf::4tlink::4samus::4zss::4pit::4myfriends::4duckhunt::4fox::4falco::4lucario::4greninja::4rob::4ness::4falcon::4villagerf::4wiifit::4shulk::4darkpit::4sonic::4mewtwo::4lucas::4ryu::4cloud2::4corrin::4miibrawl:

Only works with :GCDL:/:GCDR: input:
:4mario::4luigi::4peach::4dk::4gaw::4palutena::4marth::4robinm::4kirby::4dedede::4pikachu::4charizard::4jigglypuff::4drmario::4lucina::4pacman::4megaman::4feroy::4bayonetta::4miigun::4miisword:

Never works:
:4metaknight::4olimar::4diddy:

4.4: Kill Percents:
(Note: These were done on Mario, FD. For vertical kills, it was tested in the middle of the stage. For horizontal, the edge.)

(Not applicable for 3DS)

Example:

Move:
Without DI
With DI

:4mario:
Attacks:

Jab:

200+%
200+%

Dash Attack:
170+%
170+%

Utilt:
160+%
160+%

Dtilt:
200+%
200+%

Ftilt:
128%
145%

Usmash:
101%
104%

Dsmash:
86%
99%

Fsmash Sweetspot:
76%
84%

Fsmash Sourspot:
80%
89%

Aerials:

Uair:
145%
152%

Dair:
Spikes at: 32%
On Stage:
130%
138%
Fair:
90%
115%

Bair:
110%
125%

Nair:
250+%
250+%

Specials:

Shadowball (FC):
70%
90%

Throws:

Uthrow:
133%
135%

Bthrow:
105%
120%
:4sheik:
Attacks:

Jab:

200+%
200+%

Dash Attack:
170+%
170+%

Utilt:
160+%
160+%

Dtilt:
200+%
200+%

Ftilt:
128%
145%

Usmash:
101%
104%

Dsmash:
86%
99%

Fsmash Sweetspot:
76%
84%

Fsmash Sourspot:
80%
89%

Aerials:

Uair:
145%
152%

Dair:
Spikes at: 32%
On Stage:
130%
138%
Fair:
90%
115%

Bair:
110%
125%

Nair:
250+%
250+%

Specials:

Shadowball (FC):
70%
90%

Throws:

Uthrow:
133%
135%

Bthrow:
105%
120%

4.5: How to Lab

Overview:
This section covers information on how to accurately lab out combos, and lab in general. I decided to include this here as combos are the most labbed portion of any character, and a good understanding of labbing's requirements is necessary.

Training Room:
You may have been told to never trust the Combo Meter in Training Room, but this is not the case. The combo meter works, but it does have a few drawbacks. I will go into detail on each of the following points, so don't worry if they do not make sense.

1. It counts any combo with a 1 frame opening as "not true"

2. Hitstun Cancelling is not taken into account

3. Grabs and Grab Releases are actually broken

1 Frame Openings:

A 1 frame opening is when the opponent has 1 frame in which they are not in hitstun. During this frame, they can attack, airdodge or jump. You see characters like Pikachu and Duck Hunt escape combos due to this. Pikachu's Thunder, Bayonetta's Bat Within and Duck Hunt's Can are all frame 1 options, meaning that they can come out and hit the opponent even if they are hit the following frame. Besides these cases, no one else has an option to escape, as the fastest aerials are frame three and the fastest airdodge is frame 2. Basically, even if the meter says a combo is not true, it could actually work. I would suggest asking a friend or someone online to help you go over a combo, and see if they can escape it multiple times. If they can't, then it is most likely true.

Small point, but this 1 frame opening is actually a big reason many people lose their jumps during a combo. If you mash jump, and a 1 frame opening happens, then you will actually lose your jump and have no indication that it's gone. This is good to keep in mind when developing combos and set-ups with a 1 frame opening.

Hitstun Cancelling:

Coming Soon!

Grabs and Grab Release Jank:

Grab someone, let them break out of the grab, wait an hour and then hit them with Dtilt. It will be a true combo. Now, this is obviously not a true combo, but training room counts it as one due to a glitch. This does mean that you cannot trust the meter when it comes to grab releases.

Also, keep in mind that nothing will ever true into grab. The meter cannot gauge it, probably due to the fact that it doesn't deal damage or hitstun. Because of this, you need to manually test whether something true combos into a grab, or use math to figure it out. For example, if a Fastfall Fair combos into another Fair at lower percents, then it will also combo into a grab due to how the frames line up.

Labbing:



Section 5:

5.1: Off-Stage:

Mewtwo has many recovery options.

1. Teleport
2. DJ
3. Confusion
4. B-Reverse FC SB/Confusion
5. Disable (stalling)

Teleport sends Mewtwo into freefall, forcing it to be the last means of recovery, however, as it makes Mewtwo disappear and gives him invincibility frames it is still quite good.

Double Jump sends Mewtwo in a rolling motion through the air, Mewtwo cannot grab the ledge in the middle of his DJ only at the end. DJ can be cancelled by any special making it a great positioning move and it is also a way to get closer to the ledge. Be careful, if you get footstooled out of your DJ, then it is almost certain that you are going to die.

Confusion sends Mewtwo in a little hopping motion when used for the first time in the air. If used a second time he will not get the same momentum boost. Confusion has moderate horizontal recovery and is good for setting up teleport or DJ. If Mewtwo is being ledge-guarded after a failed ledge-guard attempt then he needs to B-reverse confusion to get the desired distance.

FC SB has enough KB to make a b-reverse afterwards have a rather dramatic change in direction, while not as useful as pre-1.1.3 SB, it still has it's uses.

Disable should mainly be used to mix-up Mewtwo's falling speed and to avoid an opponents ledge-guard. Disable will halt Mewtwo's aerial momentum for a small amount of time but it is still enough to be used as a mix-up.

Gimping/Edge-Guarding

Edge-Guarding, or the slang term Gimping, is when Mewtwo successfully kills an opponent off-stage. This is very different from kill combos, and has some exceptions for the off-stage portion. To gimp someone, you cannot use a true combo. It can be a combo, but not one like Dtilt > DJ Uair > Fair. A Gimp is more like this, Dtilt > Fair > Airdodge Read > Dair. It isn't a true combo, but it still kills the opponent.
There are three main paths of Edge-Guarding,

1: Aggravation
2: Surprise
3: Frame Trap

1: Aggravation
Aggravation is easy to explain, but full of intricacies. This form relies on a steady stream of bad situations, that will eventually force the opponent to die. For example, a wall of mini SB's to bait out the airdodge, and then punish the airdodge with a Fair. Another option is drop-zone Nair, which will bring the opponent down to the abyss, allowing you to recover and them to die. This method is simple, but requires in-depth knowledge of both Mewtwo and the opponent's character. You need to know their limitations, and how to counteract their strengths.
2: Supplies!
Surprise is the simplest tactic. This one revolves around faking out the opponent and finding gaps in your opponents MU knowledge. Oftentimes, a DJ Fair is enough to completely catch your opponent off-guard and seal a stock. Find habits, and punish them hard. Find holes, and take advantage of them. Use tricky movement or a DJC SB to throw off your opponent, and then seal one stock.
3: Frame Traps
A frame trap is when you cause your opponent to commit to something really dumb that you planned to happen. For example, at about 105%, Mewtwo can Dtilt, SHFF and then Usmash. This is by no means a true combo, but it tricks the opponent into thinking you are going to Uair, baiting out the airdodge, which you then punish with Usmash.

The same logic applies to Gimping. Through use of Mini SB's, empty hops and pressure, you can force your opponent to pick an un-optimal option, like airdodging.

Mini SB's are the greatest tool for causing a frame trap. If you properly time a SB, you can force an airdodge/get hit situation. You can capatilize on this situation easily. If they airdodge, Dair/Fair. If they get hit, Fair or wait for an airdodge and Fair them afterwards. Chances are, they won't be able to airdodge after the Mini SB.​


Wall-Jump:

A Wall-Jump is performed by pressing away from the wall while extremely close to it. After the input is made, Mewtwo will jump off of the wall, giving him a sizable vertical and horizontal boost. The main use for this movement option is recovery. This will allow Mewtwo to recover even if he doesn't have a DJ and is off the screen. Other options include anti-edge-guards and ledge mix-ups. You can only wall-jump once in a certain period of time. Once set criteria have been met, land on stage, time, moves used, Mewtwo can wall-jump again.


Ledge-Options:


5.2: Playstyle:

Defense Oriented:
A Defense Oriented Playstyle requires very calm and wary play. You need to think about what you are doing, and have knowledge of hat the opponent likes to do and can do. A Defensive playstyle thrives on beating approaches, and forcing opponents to come to you. You punish their option, and capitalize on it as much as is safe.

Examples: Blue has a very defensive Mewtwo, as does Abadango to some extent.

Ledge-Camping:
Abadango utilizes Ledge-Camping in the below video.
I will write about this after studying this video more.​
Setting Up a Wall:
Mewtwo has many ways to set-up a wall, but not nearly as efficiently as Rosalina & Luma or Duck Hunt Dog and Megaman. His Dtilt and Utilt allow him to quickly cover both aerial and grounded approaches, but require good timing and a small read/reaction. Mini Shadowballs are a great way to stuff approaches and get that extra 3%, and at higher percents, they even combo into Grab. Mewtwo can set-up a wall by trapping himself into a corner. He has the options to get out rather easily, so this isn't always a bad thing. Retreat using Shadowballs and force the opponent to come to you, especially if you have the percent or stock advantage. The problem with Mewtwo's wall is that he cannot hold it and it has weaknesses. Eventually, the opponent is going to get through by Perfect Shielding a Dtilt or by reading your options. It isn't a perfect strategy, but it is still a good one to utilize.​

Punish Oriented:
A punish oriented playstyle is interesting. One way to describe it is hyper-defense until you get the solid hit, and then hyper-offense. This, however, is not the best way to describe it.

A punishing playstyle is arguably the hardest to utilize correctly. Not only do you need the reaction speed and mental capabilities to outsmart you opponent, you also need in depth knowledge of Mewtwo as a character and what his capabilities are. You need to know when to end the punish. When to phase forward or backward. When you have lost the neutral or stage control and what to do when you have. This is not something one picks up in a day. It takes a while to use this correctly. Watch this video of Abadango vs. CLG PewPewU:
Link:
Note: You only need to watch game 1 for my point to make sense.

Notice how Abadango quietly sits back, charges an SB, waits for the Sheik to approach and then react or punish. But did you notice how he only charged SB half way so that he has access to mix-ups and B-reversing? Did you notice how he mixed up his Phasing so that he wouldn't get predictable? Did you notice how he always returned to the same general position on the stage? Do you know why he went there? Abadango, in order to maintain this playsyle, consistently tricks and moves around the opponent. He has to make sure everything is working correctly to do this. At that point on BF, right under the inner lip of the platform, he has the most options, and thus, keeps returning there. He had to make sure that he had a HCSB so that he had a damaging projectile while also having access to B-reverse and shield mix-ups. Abadango had to thoroughly think out everything he did and construct his playstyle from nothing. I haven't pointed out everything he did, that would take a long time. But I hope the point gets across.​
Playstyle:
At first, when you don't have advantage, you want to charge your SB and establish your zone on the stage. I personally prefer a rolls distance from the ledge for my anchor point, the reasons for this are explained in a below article. You need to be able to retreat and approach from your anchor point. This zone should put you at an advantage. Throw out Shadowballs to force them to approach. Encroach on their territory if they don't. Force them to play on your terms.

When they eventually start coming for you, remember their options. In this example, I will use Mario. When the Mario approaches, he can either choose a grounded approach, or an aerial one. If he chooses a grounded approach, he is probably going to either Grab, Usmash or Shield. Dtilt will beat both Usmash and Grab, but lose hard to a Perfect Shield. So, You have two options. Punish the aggressive attempt, or predict the defensive attempt and either flee with a roll or Phase, or Grab/Confusion. If you guess the aggressive approach correctly, you win Neutral. At worst, you are going to get a Fair or Uair off.

Once you win Neutral, you need to aggressively pursue the opponent. This is where Mewtwo gets most of his damage and kills, the Advantaged state. Keep after them and extend your combos, but you need to remember where to stop. If you over-extend, they can turn the tables on you. Watch top players and see how far they tend to go when in Advantage. Once you whiff a move or miss an edge-guard, return to your anchor point and prepare for another assault.

Of course, these aren't the only options. Mewtwo can approach as well, though only from about a roll or Phase distance. Mini SB's provide openings that you can punish. A quick Dash Grab can confuse your opponent and mess up his rhythm. You need to play defensively, but not to the point where you never approach. Approaching just isn't your first option. Defense is often better. But you can't only choose one option or else you will get predictable, which will end in you losing the match.​

Tech in Playstyles:

Explanation:
Tech is a critical and fundamental part of every smash game. Melee is​
built on various techniques such as Wave Dashing. Brawl has DACUS, 64 has SDI and Smash 4 is still looking for it's "Signature Move" so to speak. (Betting on PP or eventually LLG.) The fact of the matter, is that techs are important. With tech, you can suddenly change directions and momentum. Move quickly and nearly laglessly as well as optimize your combo and punish game.

Mewtwo's primary Techniques are currently:

B-Reverse:
This allows Mewtwo to quickly switch directions and shift his momentum. It also lets him safely charge his SB and fake out his opponent.
Footstool Combos:
This is a core of Mewtwo's game, allowing him to deal a ton of damage or seal the stock.
Perfect Pivoting:
Allows for swift movement and spacing.
Ledge-Cancelling:
LC covers one of Mewtwo's main weaknesses. Landing and getting off the ledge. LC gives him another option to land and can allow him to forgo the ledge entirely.
Phasing (SHAD):
A quick movement option that has way too much mix-up potential. It can be a combo tool, offensive or defensive option. take your pick.​
Double Jump Cancelling:
Gives Mewtwo access to weird movement and allows him to pull off deadly combos.​
Implementation:
These techniques are all integral to playing Mewtwo. Some of these, however, may not fit your playstyle. Learn what tech complements your Mewtwo. As time goes on and your mastery improves, learn those techniques that were previously too hard or cumbersome.

Do not expect any Tech to be immediately implemented into your playstyle. It took my 3 months of an hour and a half a week of practice to start using it every now and then. Got punished most of the time. However, I can now PP whenever I want, and I use it to optimize my punish game and to space out my opponent. These Techs all help you play Mewtwo to his full potential. However, they are not easy to master. I am very good at 4 of the 6, pretty good at 1 and still learning the last. This is despite the fact that I have been playing Mewtwo since day 14. Implement Techniques into your playstyle slowly, so that you are not using half a dozen un-optimized techs that lead to an L more often then not. For more information on how to use these techs and there usefulness, check out the Table of Contents at the top.​


Section 6:



Advanced and Miscellaneous Topics:


6.1: Patch 1.1.1 Shieldstun Analysis and how it affects Mewtwo
Shieldstun has been changed and everyone is freaking out.

Note: I used the method chosen when the patch was release, and then updated it for the better method. I have also checked these numbers with the Smash Calculator and they pretty much coincide.

Explanation:

Perfect Shield: 1-3
Shield Lock (Can Jump, grab, roll and other OoS options): 4-11
Shield Drop (Time when the shield is gone and Mewtwo is experiencing lag): 12-18/19?


Shieldstun starts as soon as someones shield is hit. So if someone is hit on frame four of their shield by Mewtwo's Dsmash, then he cannot do any OoS options for about 10 frames. so it would then look like this.

1-3 Perfect Shield
4-11 Shield Lock
4-14 Shieldstun
15-22 Shield Drop Lag.


As you can see, shieldstun overlaps with shield lock. Causing shield lock to be meaningless.

If Mewtwo hits someone on frame 30 of their shield it will look like this.

1-3 Perfect Shield
4-11 Shield Lock
12-29 Shield
30-40 Shieldstun
41-48 shield drop


Any questions, please ask.

(Note: This assumes that the opponent just lets go as soon as they are hit to try to punish with an OoS option.)

In general, this change affects OoS options and punishing. Making the game more aggressive and shieldbreak combos a thing.

They also changed some Hitstun mechanics so that both the attacker and defender have Hitstun and they decreased shield HP so they will break easier and it takes about 10 seconds to fully charge from almost broken.


Shieldstun Compendium: (OLD NUMBERS)
Attacks
Ftillt- (10/9/8 / 1.75)+2= 7.71/ 7.14/ 6.57 frames of shieldstun

Dtilt- (5/4.5/4 / 1.75)+2= 4.85/ 4.57/ 4,28 frames of shieldstun

Utilt- (6/5/4.5 / 1.75)+2= 5.42/ 4.85/ 4.57 frames of shieldstun

DA- (10/9 Late 6/4 / 1.75)+2= 7.71/ 7.14/ Late 5.42/ 4.28 frames of shieldstun

Jab- (4 / 1.75)+2= 4.28 frames of shieldstun

Fsmash- (15/19 / 1.75)+2= 10.57/ 12.85 frames of shieldstun

Dsmash- (15 / 1.75)+2= 10.57 frames of shieldstun

Usmash- (16 / 1.75)+2= 11.14 frames of shieldstun

(Note: Smash attacks are only counting the base percent. So Dsmash FC could be completely safe on shield and you might even have positive frames! Also, Usmash doesn't really matter much because of how little it hits most shields.)
Specials
Shadowball FC- (26 / 1.75)+2= 16.85 frames of shieldstun

Shadowball Half Charged- (13 / 1.75)+2= 9.42 frames of shieldstun

Shadowball uncharged- (3 / 1.75)+2= 3.71 frames of shieldstun
Aerials
Fair- (13 / 1.75)+2= 9.42 frames of shieldstun

Dair- (15/14 / 1.75)+2= 10.57/ 10 frames of shieldstun

Uair- (11/10/9 / 1.75)+2= 8.28/ 7.71/ 7.14frames of shieldstun

Bair- (13/11/9 / 1.75)+2= 9.42/ 8.28/ 7.14 frames of shieldstun

Nair- (4 (Final Hit) / 1.75)+2= 4.28 frames of shieldstun​

Safe on Shield?: (Up to Date)

Attacks:

Ftilt-
Shieldstun- 7.71/ 7.14/ 6.57
Hitbox Active-10
FAF-36
Frames on shield- -11/-12

Analysis- Not safe on shield. An opponent could probably DA or a faster character could dash grab. If the opponent is hit with the tip, it is much safer then the base as they have a longer period to run and are pushed back a bit.
Dtilt-
Shieldstun- 4.85/ 4.57/ 4.28
Hitbox Active- 6
FAF- 21
Frames on shield- -3

Analysis- Not spammable, it has -6 frames so it doesn't work to spam it. But it is still completely safe on shield.​

Utilt-
Shieldstun- 5.42/ 4.85/ 4.57
Hitbox Active- 8
FAF- 30
Frames on shield- -10​

Analysis- Nothings changed
Dash Attack-
Shieldstun- 7.71/ 7.14/ Late 5.42/ 4.28
Hitbox Active- 10
FAF- 39
Frames on shield- -14

Analysis- Nothings changed
Jab-
Shieldstun- 4.28
Hitbox Active- 6
FAF- 25, 36 for rapid jab
Frames on shield- -7/-19

Analysis- Nothings changed
Fsmash-
Shieldstun-10.57/ 12.85
Hitbox Active- 19
FAF- 53
Frames on shield- -15/-13

Analysis- Can no longer be punished by a strong smash attack, and it is rather safe as it sends the opponent s pretty far, even in shield. This is assuming it is uncharged, thus if it is full-charged it is probably perfectly safe. Will add later.
Dsmash-
Shieldstun-10.57
Hitbox Active- 21
FAF- 44
Frames on shield- -5

Analysis- Punishable by a DA or a quick grab.
Usmash-
Shieldstun-11.14
Hitbox Active- 9
FAF- 74
Frames on shield- -20

Analysis- Nothing changed since pre-shield nerfs.


Specials:

FC ShadowBall-
Shieldstun- 16.85
Hitbox Active- 23
FAF- 49
Frames on shield- +5​

Half-charged ShadowBall-
Shieldstun- 9.42
Hitbox Active- 23
FAF- 49
Frames on shield- -6
Uncharged ShadowBall-
Shieldstun- 3.71
Hitbox Active- 23
FAF -49
Frames on shield- -11​

Aerials

Nair-
Shieldstun- 4.28
Hitbox Active- 7
Landing Lag- 16
Frames on shield- -4/-2

Analysis- Nair is a tricky case as it is a multi-hit move. It is, however, safe on shield if Mewtwo hits with the last hit, As Mewtwo has no landing lag after that.​

Fair-
Shieldstun- 9.42
Hitbox Active-8
Landing Lag- 14
Frames on shield-+2

Analysis- Really safe on shield. Use in conjunction with Phasing and SH to maximize it's utility. Watch out for perfect shields and shield grabs though.
Dair-
Shieldstun- 10.57/ 10
Hitbox Active- 15
Landing Lag- 18
Frames on shield- -1

Analysis- Safe on shield, be careful though, as it isn't super safe. It can start a vortex situation, which might lead to a punish.
Uair-
Shieldstun- 8.28/ 7.71/ 7.14
Hitbox Active- 10
Landing Lag- 13
Frames on shield- +2/+1

Analysis- low risk/High reward. Learn the spacing and combos, please...
Bair-
Shieldstun- 7.14
Hitbox Active- 13
Landing Lag- 17
Frames on shield- -1/-3

Analysis- Relatively safe on shield. Try to hit with the tip, as that will push the opponent away and most likely make it safe.​


6.2: Advanced Techniques:

Special Move AT's:

Shadowball Cancel:

Description:
Shadowball can be canceled by Shield, Grab and Roll. Each of these options can be used during the charging period and will activate without any extra lag.​

Input:
:GCB: - :GCLT:/:GCZ:/:GCL::GCLT:

Ranking::4mewtwo::4mewtwo::4mewtwo::4mewtwo:

Shadowball Buffer Shield Drop:
Video:

Description:
While falling, buffer a Shield Drop right as you hit the platform to fall through.
Input:
:GCB: - :GCLT::GCD:
Ranking::4mewtwo::4mewtwo::4mewtwo:

B-Reverse Shadowball:
Video:

Description:
B-Reverse Shadowball is when you activate Shadowball, and then either the frame before of after, press the opposite direction Mewtwo is facing. For the before input, Mewtwo will only change direction. The after input, however, includes a dramatic shift in momentum as well as a change in direction.

The use of this tech is simple, but essential. B-Reverse Shadowball gives Mewtwo access to a reliable mix-up upon landing and gives him more options in general. Variations of this tech fulfill many roles.​

Input:
:GCB: - :GCL:/ :GCL: - :GCB:

Ranking: :4mewtwo::4mewtwo::4mewtwo::4mewtwo:

Wavebounce Shadowball:
Video:

Description:
This is a combination of both B-Reverse techniques. First, input a direction and then press Special. Immediately afterwards, press the opposite direction. This will cause Mewtwo to fall back towards the way he came, while still facing forward.​

Input:

:GCL: - :GCB: - :GCR:

Ranking:
:4mewtwo::4mewtwo::4mewtwo:

Wave Shadowball:
Video:

Description:
Input a B-Reverse SB while running to switch momentum and face the other way.
Input:
(While Grounded) :GCB: - :GCR:/:GCL:
Ranking: :4mewtwo::4mewtwo::4mewtwo:

DJCSBCBSD:
Video:

Description:
Double Jump Cancel, ShadowBall Cancel, Buffer Shield Drop. This is great for mixing up your movement and faking out your opponent, as well as letting you act out of a foxtrot.
Input:
:GCY: - :GCY: - :GCB::GCLT: - Release :GCLT: upon Landing​

Ranking::4mewtwo::4mewtwo::4mewtwo::4mewtwo:

B-Reverse Confusion:
Video:

Description:
Input Confusion, and then immediately flip your D-Stick to the other side. This causes Confusion to have full momentum in the opposite direction.
Input:
:GCR::GCB: - :GCL:

Ranking:
:4mewtwo::4mewtwo::4mewtwo::4mewtwo:

Ledge-Cancelling:
Video:

Description:
Ledge-Cancelling is a mechanic that allows you to cancel the lag of certain moves by sliding off of a ledge. Most Fairs and Airdodges can take advantage of this, as well as certain Up B's. To do this, simply Teleport straight into a platform, at the edge of a platform, or stand a bit more then a rolls distance away from the ledge and teleport towards it. After being successfully done, Mewtwo will not end up in freefall.

Trivia: When you buffer an aerial after a Teleport LC, it will always use Nair. Why? I don't know, some weird mechanic. Thus, in order to use Fair, Bair, Uair or Dair, you cannot buffer it.
Input: :GCN::GCB:

Ranking::4mewtwo::4mewtwo::4mewtwo::4mewtwo::4mewtwo:

Instant Teleport Ledge-Cancel Trump:
Video:

Description:
This tech is a continuation of LC. After LC'ing the ledge, immediately FF and then cancel it by pressing any other direction. This will cause Mewtwo to snap to the ledge extremely fast for Ledge-Trumps.
Input: :GCU::GCB: + :GCR: + :GCD: + :GCDL:

Ranking::4mewtwo::4mewtwo::4mewtwo:

Shadowball Get-Up:

Description:
Mewtwo can cancel his Double Jump Momentum with a special. In this case, Shadowball. To perform this technique, you first need to be hanging on the ledge. Then, Ledge Jump, and as soon as you can, Double Jump Cancel Shadowball. This will cause Mewtwo to get up off the ledge and immediately fall onto the stage. Buffer shield for safety or simply roll away.

Trivia: You can B-reverse the SB for some tricky pressure. Not easy.
Input::GCY: + :GCY::GCB:

Ranking: :4mewtwo::4mewtwo::4mewtwo::4mewtwo:


Disable Get-Up:

Description:
Instead of cancelling momentum with Shadowball, you use Disable. This makes for a great offensive technique, but is very punishable if read.
Input: :GCY: + :GCY::GCD::GCB:

Ranking::4mewtwo::4mewtwo:

Mechanic Related Advanced Techniques:

DACG/Boost Grab (Dash Attack Cancelled Grab):
Video:

Description:
Boost grabbing is when you Dash Attack, and then cancel it with a Grab within the first few frames. It is especially easy to tell if you have done it with Mewtwo, as Dash Attack's sound effect will go off while the Dash Grab animation is shown. The main point of Boost grabbing is that it extends Mewtwo's grab range, while only sacrificing a few frames.
Input::GCR: + :GCA: (Immediate) :GCZ:

Ranking::4mewtwo::4mewtwo::4mewtwo::4mewtwo:

RCG (Roll Cancelled Grab):
Video:

Description:
This is practically the same as Boost Grabbing, but with a few differences in execution. Instead of using Dash Attack, you roll within the first few frames of a dash. As soon as you roll, input Grab. This will cancel the roll, but transfer the momentum over into the Dash Grab.
Input: :GCR: (Immediate):GCR::GCLT:(Immediate) :GCZ:

Ranking::4mewtwo::4mewtwo::4mewtwo:

A-Landing:
Video:

Description:
All Aerials have an autocancel, a window in which they will not experience any lag. Some aerials, have autocancels at the very beginning. Most of these autocancels are 1-4 frames long, however some can be as long as the first 12 frames of a move. Mewtwo has 3 aerials with autocancels, sadly, 2 of them only have a 2 frame window and the third has 3 frames.

Uair: 1-2
Bair: 1-2
Dair: 1-3

Basically, you use one of these moves right before landing to cancel tumble or escape an airdodges endlag.
Input: :GCA: (Aerial)

Ranking: :4mewtwo::4mewtwo::4mewtwo:

Bounce Tech:
Video:

Description:
When being sent towards the ground, you can buffer an aerial and have it come out when you bounce up, assuming you are flying fast enough.
Input: :GCA:

Ranking: :4mewtwo::4mewtwo:

Momentum Cancelling:
Video:

Smashboards Thread: http://smashboards.com/threads/hurtbox-shifting-instant-momentum-cancel.423544/

Description:
In Smash, you die when your hurtbox goes through the Blastzones. BSD did some research and found what moves allow you to position your hurtbox in such a way that you can live longer.

Mewtwo:
Fair: +2
Jump: +2
Confusion: +1

So fair and Jump will allow Mewtwo to live 2% longer, while Confusion allows Mewttwo to live 1% longer. The most optimal method is to buffer Fair as you are flying, as you may need jump to recover.
Input: (Varying)

Ranking::4mewtwo::4mewtwo::4mewtwo::4mewtwo:

Crouch Cancelling:
Video:

Description:
If you are hit by an attack while crouching, you won't fly as far and won't experience as much hitstun. This technique is really negligible in Smash 4, but it can be useful.
Input::GCD:

Ranking: :4mewtwo::4mewtwo:

Movement Related Advanced Techniques:

Perfect Pivots:
Video 1:

Video 2:

Description:
Alt + F: 6.4 this leads to the PP section.
Input::GCR: + :GCL: + :GCN:

Ranking::4mewtwo::4mewtwo::4mewtwo::4mewtwo::4mewtwo:

U-Turn:
Video:

Description:
U-Turn is pretty good. During your turning animation, input a move and hold forward. This allows you to use tilts while moving. Good as a mix-up option, but it is pretty telegraphed.
Input::GCL: +:GCR: +:GCR::GCCD: (Not necessary to always hold right, you can let go for a bit and use the tilt)

Ranking: :4mewtwo::4mewtwo::4mewtwo:

Super Pivot:
Video 1:

Video 2:

Description:

Input:

Ranking:

Rising Aerials:

Description:
Mewtwo can input an aerial while jumping to extend the reach of said aerial. Basically, input Fair and since Fair is active for more then one frame, it will cover more distance from the distance DJ travels.
Input: :GCY:+:GCY::GCCN:

Ranking::4mewtwo::4mewtwo::4mewtwo::4mewtwo:

DJC (Double Jump Cancel):
Video 1:

Video 2:

Description:
Mewtwo can cancel all of his DJ momentum with either a special or an item.
Input: :GCY:+:GCY:+:GCB:/:bomb:

Ranking::4mewtwo::4mewtwo::4mewtwo::4mewtwo::4mewtwo:

Special Extended Jump:
Video:

Description:
By using a special, mainly Confusion and Shadowball, towards the apex of his DJ, Mewtwo can actually extend the distance traveled. Don't ask why, it just happens.
Input: :GCY:+:GCY:+:GCB::GCN:/:GCR:

Ranking::4mewtwo::4mewtwo::4mewtwo:

Lagless Ledge Get-Up:
Video:

Description:
Follow the instructions in the video. Much better then anything I can give.
Input::GCR:+:GCL:+:GCY:

Ranking::4mewtwo::4mewtwo::4mewtwo::4mewtwo::4mewtwo:

JCIT (Jump Cancelled Item Toss):
Video:

Description:
Jump and then immediately throw your item. If performed while dashing, you will slide forward and skip the annoying tumble stuff. You can also throw items out of Shield with this technique.
Trivia: This sucks with Mewtwo...
Input::GCY: + :GCA:

Ranking::4mewtwo::4mewtwo:

DITCIT (Dash Item Cancelled Item Toss):
Video:

Description:
Follow the instructions in the video. A variation of this is DACIT.​

Ranking::4mewtwo::4mewtwo::4mewtwo:

6.3: Dthrow Platform Locking:

Platform Locking is accomplished when a move sends the opponent into the perfect area in which it is impossible to jump before hitting the platform. If unaware of the situation, an opponent might try to jump and miss the tech. If they tech, Disable tech chase. If they miss their tech, do this.

Percents:

Stage (Platform)
Min %
Max %

Mario:

Battlefield:

No DI:
49%
71%

Down DI:
53%
77%

Up DI:
46%
68%

Forward DI:
67%
92%

Back DI:
40%
61%

Dreamland:

No DI:
66%
86%

Down DI:

Up DI:

Forward DI:
84%
107%

Back DI:

Smashville:

No DI:
76%
92%

Down DI:

Up DI:

Forward DI:

Back DI:

Town and City (Up and Down):

No DI:
70%
90%

Down DI:

Up DI:

Forward DI:

Back DI:

Town and City (Side to Side):

No DI:
75%
92%

Down DI:

Up DI:

Forward DI:

Back DI:

Lylat Cruise (Center):

No DI:
68%
91%

Down DI:

Up DI:

Forward DI:

Back DI:

Lylat Cruise (Side):

No DI:
32%
58%

Down DI:

Up DI:

Forward DI:

Back DI:

Can it Kill?

Dreamland:

Battlefield:

Forward DI:

6.4: Perfect Pivots:

Perfect Pivoting is the second hardest Advanced Technique in Smash 4. It is done by pressing in one direction, and then the other, letting the stick return to neutral the frame after.

Frame Analysis:
Frame 1: Left
Frame 2: Right
Frame 3: Neutral/Center

Alternate 2:
Frame 1: Left
Frame 6: Right
Frame 7: Neutral/Center

Alternate 3:
Frame 1-5: Left
Frame 2-6: Right
Frame 3-7: Neutral/Center
So, the Left input can be held until 5, but needs to be canceled by Right on Frame 6. If you don't get the Neutral input on Frame 7, Mewtwo will perform a half dashdance. In a nutshell, the Left input isn't frame perfect, but the Right > Neutral input is.

The longer you hold Left/Right, the farther Mewtwo will slide. Same for the opposite. A long one is almost as far as a Fox? Wavedash, while the short version is almost as small as a Jigglypuff Wavedash. being able to accurately and consistently choose which PP length one wants is almost impractical. The time/reward ratio is off as of right now, but eventually, the metagame will progress enough that PP is almost a standard tech and lengthening/shortening it is common.

Usually, a PP makes you look back at where you came. This, however, is not always the case. By gently sliding the stick forward a bit after hitting Neutral, you can make Mewtwo change direction. This is useful for C-stick Dtilts and Utilts. At the level of tech-skill in the current Metagame, this isn't utilized often even by the best.

Perfect Pivoting:
PP's use in general is as a spacing, micro-spacing, defensive, zoning and combo aiding tool. I will cover general PP usage, and then give my thoughts on Mewtwo specific PP.

Example: Void vs. K9sBruce (MSM)
https://www.youtube.com/watch?v=UjEzzPdeUjE

General:
Characters like Sheik and Fox utilize PP the best. They have long PP slides, as well as good combo tilts that combo into each other. Sheik is even able to combo PP Ftilts into each other, setting up dangerous 30%+ strings. Besides it's combo capabilities, which are very character specific, PP is best utilized by the cast as a whole as a defensive option.

Surprisingly, one of the best defensive options with PP is simply PP > Shield. This allows characters to quickly move back and set up a defensive option, safe and quick. Another option is PP-Tilt as an anti-air or to throw off spacing. When a character jumps towards you, they have set their flight path in motion. If they have a laggier move, then they are really taking a risk. You can very easily step back, force the whiff, and punish. Their only option is to jump away if they haven't started an aerial, and this option can usually be beaten by a PP Utilt.
Mewtwo:
Mewtwo's PP game is amazing. PP Dtilt and PP Utilt allow him to cover an insane amount of area with only a small movement. PP > Shield gives Mewtwo another safe retreat option and his PP slide is sizable enough to make it a semi-viable movement option.

PP Tilts are amazing for various reasons. First, I want to cover Dtilt. PP Dtilt is an amazing option. Mewtwo retreats, with a large hitbox, while lowering his position and crouching. Doesn't get much better then that. The lower hurtbox allows Mewtwo to duck under most aerials attacks, while the retreating motion causes the opponents attack to whiff anyways. To top it off, Mewtwo is throwing out a hitbox that starts the Advantage state upon hit. Really favorable. A PP forward Dtilt is useful, but unsafe. You are using at best 3 extra frames, which can be the difference between a hit and a punish. It allows the opponent more time to react, all for the sake of getting that base hit. Not really worth it.

PP Utilt is good, but not for the same reasons and more situational. A PP Utilt is great for platform pressure and as an anti-air, but otherwise, it is outclassed by Dtilt. It doesn't combo as well, and doesn't send the opponent at an angle quite as advantageous. It still gives an overarching hitbox, while lowering Mewtwo's hurtbox. Good as a read or a mental pressure. Remember, nothing is scarier then knowing what an opponent CAN do to you. He might not do it, but the fear of it can stuff options before they happen, forcing the opponent into another, more predictable approach.

PP > Shield is a defensive option. This is best used with either a long PP for the retreat, or a short PP for the safe powershield. PP Powershield into someone can make a previously safe move very unsafe on Shield. This usage is harder then one would thin, as the inputs are weirder, and the foresight is often difficult to ascertain. Definitely a higher form of PP that will eventually be unlocked.

The reason why PP is great as a defensive option for Mewtwo is because of his combo game. Mewtwo relies on Tilts to set up combos, and oftentimes, these tilts are hard to get. PP sets up more situations in which getting the combo is possible, while also remaining safe.

A newer version of PP I am currently looking into is PP out of a foxtrot. This allows you to quickly move and then position yourself for a tilt, giving Mewtwo insane movement and punish options. Since you can adjust the length of the foxtrot, as well as the PP, it is a very versatile option. Also, you can Foxtrot around and mix-up your options easily, making it extremely safe to use.
Training Videos:
My Smash Corner's Video:

Izaw's Video:

Step Dash:

Step Dash is a technique very similar to wavedashing. Step Dash causes your character to slide forward at a quick speed and still maintain use of all moves. Basically, you are magically sliding forward while in idle animation, allowing you to cancel that animation at any time. There are a couple of criteria though.

1: Some moves halt your momentum and some cause you to not slide the entire distance.
2: Not everyone has a great Step Dash.

Tier List (Taken from SB Thread by Radical Larry):

Character Rankings (Work In Progress)
Below will be all of the character rankings for the Step Dash Distances when all have come out:


Ranking|Character|Distance
1|:4metaknight:|7
2-3|:4bayonetta::4luigi:|6
4-6|:4mario::4feroy::4sheik:|5
7-13|:4diddy::4dk::4falco::4darkpit::4pit::4rob::4yoshi:|4
14-26|:4bowserjr::4fox::4kirby::4littlemac::4link::4lucina::4marth::4megaman::4mewtwo::4pikachu::4samus::rosalina::4tlink:|3
27-36|:4cloud::4duckhunt::4ganondorf::4myfriends::4peach::4ryu::4sonic::4wario::4zelda::4zss:|2
37-41|:4bowser::4lucas::4gaw::4ness::4palutena:|1
42-44|:4corrin::4dedede::4robinm:|0.5
Undetermined|:4falcon::4charizard::4drmario::4greninja::4jigglypuff::4lucario::4olimar::4pacman::4shulk::4villager::4wiifit::4miibrawl::4miigun::4miisword:|Undetermined
Characters beside rankings are listed by alphabetical order.

This list puts Mewtwo in the middle of the pack, and currently, I am not impressed. The only characters I see getting anything out of it are at least the 13 and up crowd. Metaknight gets a ton out of it.

Explanation:

The best way to explain Step Dashing is through this video:

Step Dashing is a great technique. It has tons of potential, and isn't extraordinarily hard to do. However, Mewtwo doesn't get a lot out of it. His Step Dash and Perfect Pivot length are about the same, and PP has more use then Step Dash. However, this is still super early in Step Dashing's meta, so don't quote me on this.


Stages:

6.5: Introduction:
When a set first starts, players are only allowed to choose a STARTER stage. After the first match, the loser can choose either a STARTER or a COUNTERPICK stage.

The STARTER stages are...

1: Smashville
2: Town & City
3: Battlefield
4: Dreamland
5: Final Destination

The COUNTERPICK stages are...

1: Duck Hunt
2: Lylat
3: Castle Siege
4: Delfino Plaza
(Note: CS and DP are not always legal, and sometimes, DL is a CP stage.)

I am not going to explain Dave's Stupid Rule (DSR) or Banning and there intricate rules and such, because that would take forever. What you need to understand, is that some stages are considered a bit too janky to be STARTER stages, and are thus labeled as COUNTERPICK.​

Smashville:

Pros:
1: Platform
Why: The platform is good for extending combos and Ledge-Cancelling. Mewtwo can easily kill people at insanely low percents utilizing the Platform.
Cons:
1: Small Stage
Why: A small stage is annoying for Mewtwo as it cripples part of his defensive game as well as his movement. The opponent can approach from a shorter distance, making it harder to react.​
2: Other characters like it a lot more
Why: I will explain more in the Who to Take section, but simply, SV is the Top Tiers playing field.
Analysis:
A good pick as a starter, but not your first choice as a CP. As starters go, it isn't the worst. However, other characters benefit far more from SV. Smashville has a smaller stage, allowing fast characters to chase Mewtwo down and force him to play at their speed, something Mewtwo is usually averse too.​

Data:
Mario Death Percents:
Fair: 92%
Usmash: 99%​



Town & City:

Pros:
1: Long Stage
2: Multi-Platform format
3: Low Ceiling

Cons:
1: Low Ceiling

Analysis:
Mewtwo can kill insanely early on this stage, and the platforms are good for LC and recovery. The platform height also helps Mewtwo camp and play defensively. A good starter, as well as a good counterpick.​

Data:
Mario Death Percents:
Fair: 90%
Usmash: 97%​



Battlefield:

Pros:
1: Platform Layout
2: Large Blastzones
3: Wall-Jump

Cons:
None really.

Analysis:
This stage is good for multiple reasons. The platforms are close to the ledge, giving Mewtwo a safe shield when ledge trapping and allow him to LC for amazing movement.

The Platforms are low enough that Mewtwo can SH Nair and Utilt for pressure, as well as trap landings with Usmash, catch techs with SH Disable and Platform Lock with general ease.

The sides of the stage allow for easy Wall-Jumping, while also having a sizable safety zone, making it much easier to snap to the ledge.

The large Blastzones allow Mewtwo to survive longer then normal, while allowing him to kill off the top as well.​

Data:
Mario Death Percents:
Fair: 105%
Usmash: 105%​




Dreamland:

Pros:
1: Platform Layout
2: Large Stage
3: Large Blastzones
4: Wall-Jump

Cons:
1: Wind
2: LC is janky on DL
3: Limited Sweetspot help

Analysis:
Dreamland is a lot like Battlefield, but slightly different. The platforms are higher, which is both a blessing and a curse. You can PF lock at higher percents for a chance to kill, but Usmash barely reaches the platforms, allowing the opponent to sometimes pop-out. Howeverr, the higher platforms allow Mewtwo to kill much earlier with Usmash and Uthrow.

LC is weird on DL. Unless you angle your Teleport into the ledge, you will slide into the center, no matter what. This can be a good mix-up tactic, but is generally not worth it.​

Data:
Mario Death Percents:
Fair: 105%
Usmash: 100%​




Final Destination:


Pros:
1: Long Stage
2: Big Blastzones
3: Wall Jump
4: Very ample Sweetspot help

Cons:
1: Size pro is MU specific

Analysis:
FD is very much a meh stage. It has it's perks, but it doesn't have much going for it. The size of the stage allows Mewtwo to utilize Shadowball walls and movement options extremely well, but gives the opponent too muc room to maneuver. This is coupled with the shorter sides, something that Mewtwo does not appreciate, and the lack of platforms.
Data:
Mario Death Percents:
Fair: 93%
Usmash: 101%​




Duck Hunt:
Pros:
1: Longest Stage
2: Big Blastzones
3: Wall Jump
4: Shrub

Cons:
1: Ducks
2: Tree

Analysis:
DH has downsides in the ducks and the semi-useful platforms. The tree is a large downside as Mewtwo can die insanely early on it, however, the shrub is good for covering ledge options and LC'ing. The long walls allow Mewtwo to go into the darkness and still be able to recover with just a wall-jump and teleport. The dark sides help with gimping, and also give Mewtwo some privacy for recovering.​

Data:
Mario Death Percents:
Fair: 95%
Usmash: 101%


Lylat Cruise:


Pros:
1: Platforms Layout is Perfect
2: Long Stage

Cons:
1: Tilting Stage

Analysis:
Lylat is a good pick for various reasons, but has some large downsides.

Lylat is arguably the best stage for LC. You can LC from the respawn Platform and the platforms force you into a certain direction making LC easier and cutting down SD's. Sadly, it is hard to LC from the stage to the ledge.

SB use is cut, but Platform pressure, movement options and easy LLG is an upside that easily counterpoints the downside. The turning stage gives Mewtwo a chance to gimp easier, while not restricting Mewtwo's recovery.​

Data:
Mario Death Percents:
Fair: 93%
Usmash: 101%​


Extra:

Esam did a video on stages for Mewtwo. Thankfully, he asked Rich Brown for advice.


Overview:


6.6: Platform Pressure:

What is Platform Pressure?
Platform Pressure is when you utilize a combination of options to keep the opponent on the platform and scared. These options include Nair, Uair, empty hops and practically all the other moves as well. The reason for using platform pressure is tri-fold, possibility of chip damage, conditioning and shield pressure.

Chip Damage:
This is the primary use of Shield pressure as it connects with the other two uses. Let me give an example. An opponent is shielding on a Platform and Mewtwo SH Nairs and immediately Fast Falls after the Nair. Upoon lnading, the opponents shield is low enough that Utilt will often shield poke. The Utilt is chip damage, icing on the cake. You only get 4%, but it is still 4%. Basically, Chip Damage is a nice side effect.

Conditioning:

Condition is a bit more advanced. In the previous example, Mewtwo went for an Utilt that shield poked the opponent. However, wouldn't a Usmash be more optimal? The thing is, that while the opponent can escape Utilt with a PS Jump, they can easily escape Usmash with just a Jump OoS. This negates the viability of Usmash as a follow-up as it can be punished.

Let us continue the scenario. After a couple of matches/times, the opponent gets annoyed with your chip damage and decides to beat it, by spot-dodging the Utilt and punishing with their own fast option. However, the Mewtwo sees it coming, and instead of using Utilt, charges Usmash.

In this scenario, the Mewtwo slowly conditioned the opponent. He made the opponent believe that a Utilt was definitely coming, but instead the Mewtwo read the option and Usmashed. This is an actual in game scenario. Other options include Disable, Uair to catch jumps and charge SB into SC Usmash.

Shield Pressure:
Shield pressure is when you whittle away at the opponents shield. A FC Shadowball > DA does insane shield damage, but noting more. What is the use? Why is this useful? The answer is simple. It keeps the opponent from using shield for a set period of time, about 10 seconds. To use Shield during this time risks a Shield-Break, something that they definitely do not want.
Shield pressure with Nair and Utilt as well as other options forces the opponent to be more wary about shielding for a little while, allowing you to discount that option for a few seconds, something that could grant you a combo or even the stock.

6.7: Dtilt Whiffbox
Coming soon!

6.8: Training Regimens
Coming soon!



6.9: Match Analysis Archives:

Richbrown vs. Slayerz (Pink Fresh Saga, Top 32 losers)

Link to Discussion:
http://smashboards.com/threads/the-...urnament-match-analysis.437355/#post-21211467


Combos:
Game 1:
Dtilt-Fair
Jab-Utilt
Nair-Bair

Notes:
Didn't get many combos off. Mainly just small pokes and chains. Slayerz was able to dance around the combos and even capitalize on Mewtwo's advantaged state. often turning it around within a few seconds.

Game 2:

Movement:
Phasing:

Walking:
He used walking tilts to space out Slayerz and keep him at bay. He also used it as an approach option, as Peach isn't that fast so Mewtwo can walk and still keep up with her.

Running

Average Death Percent:
Game 1:
113%
139%

Notes:
He managed to avoid dying pretty well. Living about 15% longer then the usual death percents for Mewtwo.

Average Kill Percent:
Game 1:
124%


Notes (Game 1):

0:00: Starts off with an aggressive, but safe Phase-Fair.

0:07: Mewtwo spaces around Peach with Fairs, however, two fairs whiffed in a row and then Mewtwo Dtilt instead of the arguable safer option of Utilt, leading to a punish.

0:11: Mewtwo jumps away to reset Neutral and forces Peach to back off with a FF Fair. Mewtwo then slowly moves around with Walking, opening his options while still being a threat and keeping control.

0:16: Mewtwo walks forward and uses a Dtilt as a defensive and offensive option, both covering the opponents approach or shield. The peach rolls and Mewtwo punishes with a DA, establishing stage control.

0:20: Mewtwo tries to keep Peach off-stage with an SB, but whiffs. Mewtwo then uses the trifold mix-up of FH Fair-FF Fair-Dtilt, catching Peach with the Dtilt and restoring advantage.

0:23: Mewtwo whiffs the Fair and gets heavily punished.

0:30: Mewtwo carefully approaches with Walking Dtilts and Utilts, but the Peach catches Mewtwo and forces him to the ledge.

0:31: Mewtwo forcced into a recovery situation. Takes three tries. Peach punishes landing options, mainly Confusion above the ground.

0:50: Mewtwo recovers with an SB-Get-up, but misspaces the Fair wall and gets sent offstage.

1:00: Peach forces Mewtwo to go high and gets the stock with a parosal.

1:10: Mewtwo uses his invincibility to get a quick combo, sending peach off-stage. Continues the eddge-guard, but peach gets a mix-up in and regains the stage.

1:20: Neutral resumes, Peach wins.

1:30: Mewtwo starts hunting for the kill, but only gets punished for the Usmash, Dsmash is used as a bait, but doesn't lead to a stock.

1:40: Mewtwo starts focusing on getting the stock, and not on spacing or set-ups. Takes major damage.

2:15: Gets a grab and then gets the stock.

2:20: Full charges SB.

2:25: Actually hits.

2:30: Gets a Nair-Bair after getting onto the stage, however, overextends with another Bair and gets a Fair in the butt.

3:00: Losses neutral and gets edge-guarded for a bit, but then regains the stage.

3:02: Nairs and gets hit by a Nair. No DI, straight to his death.

Notes (Game 2):

Thoughts:
Rich knows when to use confusion when recovering.
Crisp walking game.
Misspaces aerials, but only slightly. Peach Jank and movement?
Unable to capitalize on advantage, Peach always turns it around.
Likes using Fair wall and has some really good mix-ups.
only hit once with SB.
Mewtwo won neutral a lot, but could never capitalize as well as Peach, often having Advantage turned around because of a whiff, never overextends.
Whiffed a few too many fairs in the first game and the peach was able to get long punishes off.
Peach read Mewtwo's get-up 90% of the time, leading to a stock once. However, this is to be expected.


Overall thoughts:
Rich mainly lost because he was never able to maintain advantage and getting off the ledge was a pain. The second one is just Mewtwo stuff, but he was never able to get more then 2 hits off in advantage.

Also, Peach cannot airdodge while in Float, and if you hit the opponent at a certain height with a mini Shadowball, it will actually true pretty early into Grab, because they cannot jump out in time and stuff.

Basically, it seemed that Rich was lacking in MU knowledge and got outplayed for most of the games. With MU knowledge it would become much easier, and he wasn't outplayed by much. Personally, I was surprised by how good Slayerz had become since we last saw him. I was expecting him to be a bit rusty, but instead he completely revolutionized Peach's movement.

Abadango vs. Klept (Umebura 22, Winners Round 5)


Link to Discussion:

http://smashboards.com/threads/the-...urnament-match-analysis.437355/#post-21227449

Combos:
Dtilt-Fair
Dtilt-Uair
Dtilt-DJ Uair-Fair

Movement:
Walking
Running
Ledge-Cancelling

Average Death Percent:

Game 1:
---%

Game 2:
101%
0%

Game 3:
152%
147%

Average Kill Percent:

Game 1:
102%
96%

Game 2:
---%

Game 3:
102%

Notes (Game 1):

1:00: Starts off by approaching, and then utilizes walking Utilts to apply platform pressure and anti-air.

1:15: Retreats to center to charge SB, gives up stage control

1:25: Applies pressure with Nairs and Dtilts to keep Villager at bay. Has to utilize perfects shields in order to get the dtilt.

1:30: Mewtwo gets hit by a Dair, which leads to a string of Villager traps, dealing way too much percentwise.

1:37: Mewtwo regains the stage with a teleport but falls into another trap.

1:55: Villager continues to catch Mewtwo in various mix-ups and strings.

2:11: Mewtwo is starting to use Confusion more, but never gets anything off of it. The villager always shields or pockets it.

2:15: The Villager always gets off the ledge for free, leading me to assume that the Mewtwo doesn't know how to deal with Villager's ledge-game.

2:23: Abadango conditioned the Villager to use Lloyd right above the ground, this leads to a stock for Abadango.

2:40: Abadango gains Advantage through a series of Perfect Shields and perfectly spaced DA's through a rocket. He gains over 50% on the Villager for this.

3:00: Villager regains the stage by utilizing Slingshot to catch Mewtwo's hops.

3:10: Mewtwo knocks Villager off-stage with a Dtilt-Uair and then reads the airdodge, connecting a Fair.

Thoughts:
Mewtwo is unable to punish the villager properly and is continuously getting caught in Villagers traps.

Abadango isn't able to control the stage or win neutral. He sometimes wins, but is unable to caatilize on account of Villager messing up his sacing with Lloyd rockets and the slingshot

Abadango clearly isn't very experienced in this Match-up.

Notes (Game 2):
I am not even going to timestamp this game as there were some serious problems...

Thoughts (Game 2):
Abadango tried going for some Perfect shield Dtilt punishes, but Klept perfectly spaced all his aerials so that they would Hit the tall Mewtwo, while still allowing him to get a Nair off to beat the PS punish.

Although it seems really easy to read Abadango's LC's, it is actually insanely hard. At that position, Abadango can LC for about the next second while falling. If he notices the opponent covering that option, he will simply fall to the stage. Other times, he will go for an LC Nair or LC to a teleport to mix up the opponent. He really has it down. Still punishable if read properly, and there are ways to cover multiple options.

Abadango flubs an edgeguard 3 times, which leads to a disadvantaged state for him, which ends with himm losing a stock and villager holding a tree.

He reflected the tree.....

He flubs another edge-guard.... another stock...

Klept has the anti-Dtilt play down. Man, never seen so many perfectly spaced Nairs.

Klept did a really good job at keeping Abadango out and controlling the pace of the game. Abadango was continuously forced to pick the defensive option, which Klept would foresee and punish Abadangos attempt at offense immediately following.

Thoughts (Game 3):

Abadango starts overusing Confusion. Klept starts pocketing the reflected rockets and punishing the confusions lag.

Abadango uses confusion 10 times in a 20 second time period. He doesn't gain anything from it.

Abadango gains most of his percent through edge-guarding Klept. However, he only gets the stock once.

Abadango starts sitting under the platforms in Shield to avoid Klepts barrage. However, Klept keeps up the barrage and ends up with advantage, until he misspaces once and gets Usmashed.

A series of edge-traps and frame traps leads to Abadangos stock. All avoidable if he knew the MU and didn't hesitate.

On the second stock, Abadango keeps on approaching. Rather recklessly. Thus, he gets hit by too many slinghot pellets to count.

He really needed to slow down the game and think a bit.

Klept follows set patterns and set-ups. Abadango just wasn't able to see them and adapt.

Abadangos PF pressure in this match is suspect...

In Brief:
Abadango really needs to learn the MU better. He was punishing super well and his edge-guards were on point for most of the set, but Klept was able to sit back in his set rhythms and analyze Abadango. The set was too fast for Abadango, but was extremely slow for Klept.


6.10: Match-Ups Information

Intro:

:4bayonetta:
Specific Info:
Can be sent onto BF's Platforms by Confusion: No
Can be hit by Dsmash through BF Platform: Yes
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 132%
Special input required for Footstool-Disable: Yes
:4bowser:
Specific Info:
Can be sent onto BF's Platforms by Confusion: No
Can be hit by Dsmash through BF Platform: Yes
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 151%
Special input required for Footstool-Disable: No
:4bowserjr:
Specific Info:
Can be sent onto BF's Platforms by Confusion: No
Can be hit by Dsmash through BF Platform: No
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 145%
Special input required for Footstool-Disable: No
:4falcon:
Specific Info:
Can be sent onto BF's Platforms by Confusion: No
Can be hit by Dsmash through BF Platform: Yes
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 148%
Special input required for Footstool-Disable: No
:4charizard:
Specific Info:
Can be sent onto BF's Platforms by Confusion: Yes
Can be hit by Dsmash through BF Platform: No
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 140%
Special input required for Footstool-Disable: Yes
:4cloud:
Specific Info:
Can be sent onto BF's Platforms by Confusion: Yes
Can be hit by Dsmash through BF Platform: No
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 143% (With Limit: 147%)
Special input required for Footstool-Disable: No
:4corrinf:
Can be sent onto BF's Platforms by Confusion: No
Can be hit by Dsmash through BF Platform: No
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 140%
Special input required for Footstool-Disable: No
:4dedede:
Specific Info:
Can be sent onto BF's Platforms by Confusion: No
Can be hit by Dsmash through BF Platform: Yes
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 166%
Special input required for Footstool-Disable: Yes
:4darkpit::4pit:
Can be sent onto BF's Platforms by Confusion: No
Can be hit by Dsmash through BF Platform: No
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 135%
Special input required for Footstool-Disable: No
:4diddy:
Can be sent onto BF's Platforms by Confusion: No
Can be hit by Dsmash through BF Platform: No
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 136%
Special input required for Footstool-Disable: Combo doesn't work

Notes:
Mewtwo has bad item play, giving Diddy an advantage as he doesn't have to worry about banana being used against him that much.
SH Fairs are really hard to deal with as they go over Dtilt and outspace Mewtwo.
Mewtwo is very susceptible to Dtilt combos.
Mewtwo has the advantage when Diddy recovers low, otherwise, it is a normal recovery disadvantage.
:4dk:
Specific Info:
Can be sent onto BF's Platforms by Confusion: No
Can be hit by Dsmash through BF Platform: Yes
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 157%
Special input required for Footstool-Disable: Yes
:4drmario:
Can be sent onto BF's Platforms by Confusion: No
Can be hit by Dsmash through BF Platform: No
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 135%
Special input required for Footstool-Disable: Yes
:4duckhunt:
Specific Info:
Can be sent onto BF's Platforms by Confusion: Yes
Can be hit by Dsmash through BF Platform: No
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 137%
Special input required for Footstool-Disable: No
:4falco:
Specific Info:
Can be sent onto BF's Platforms by Confusion: Yes
Can be hit by Dsmash through BF Platform: No
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 127%
Special input required for Footstool-Disable: No
:4fox:
Can be sent onto BF's Platforms by Confusion: No
Can be hit by Dsmash through BF Platform: No
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 123%
Special input required for Footstool-Disable: No
:4ganondorf:
Specific Info:
Can be sent onto BF's Platforms by Confusion: No
Can be hit by Dsmash through BF Platform: Yes
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 148%
Special input required for Footstool-Disable: No
:4greninja:
Can be sent onto BF's Platforms by Confusion: No
Can be hit by Dsmash through BF Platform: No
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 127%
Special input required for Footstool-Disable: No

Notes:
Greninja can SSHC out of Fthrow and Nair.
:4myfriends:
Specific Info:
Can be sent onto BF's Platforms by Confusion: No
Can be hit by Dsmash through BF Platform: Yes (Specific Animations in Neutral)
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 148%
Special input required for Footstool-Disable: No
:4jigglypuff:
Can be sent onto BF's Platforms by Confusion: No
Can be hit by Dsmash through BF Platform: No
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 108%
Special input required for Footstool-Disable: Yes
:4kirby:
Can be sent onto BF's Platforms by Confusion: No
Can be hit by Dsmash through BF Platform: No
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 119%
Special input required for Footstool-Disable: Yes
:4littlemac:
Can be sent onto BF's Platforms by Confusion: No
Can be hit by Dsmash through BF Platform: No
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 133%
Special input required for Footstool-Disable: No
:4link:
Specific Info:
Can be sent onto BF's Platforms by Confusion: No
Can be hit by Dsmash through BF Platform: Yes (Specific Animations in Neutral)
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 142%
Special input required for Footstool-Disable: No
:4lucario:
Can be sent onto BF's Platforms by Confusion: No
Can be hit by Dsmash through BF Platform: No
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 144%
Special input required for Footstool-Disable: No
:4lucas:
Specific Info:
Can be sent onto BF's Platforms by Confusion: Yes
Can be hit by Dsmash through BF Platform: No
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 128%
Special input required for Footstool-Disable: No
:4lucina:
Specific Info:
Can be sent onto BF's Platforms by Confusion: Yes
Can be hit by Dsmash through BF Platform: No
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 135%
Special input required for Footstool-Disable: Yes
:4luigi:
Can be sent onto BF's Platforms by Confusion: No
Can be hit by Dsmash through BF Platform: No
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 129%
Special input required for Footstool-Disable: Yes
:4mario:
Can be sent onto BF's Platforms by Confusion: No
Can be hit by Dsmash through BF Platform: No
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 135%
Special input required for Footstool-Disable: Yes
:4marth:
Specific Info:
Can be sent onto BF's Platforms by Confusion: Yes
Can be hit by Dsmash through BF Platform: Yes
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 135%
Special input required for Footstool-Disable: Yes
:4megaman:
Specific Info:
Can be sent onto BF's Platforms by Confusion: Yes
Can be hit by Dsmash through BF Platform: No
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 145%
Special input required for Footstool-Disable: Yes
:4metaknight:
Can be sent onto BF's Platforms by Confusion: No
Can be hit by Dsmash through BF Platform: No
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 122%
Special input required for Footstool-Disable: Doesn't Work
:4mewtwo:
Can be sent onto BF's Platforms by Confusion: No
Can be hit by Dsmash through BF Platform: No
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 119%
Special input required for Footstool-Disable: No
:4gaw:
Can be sent onto BF's Platforms by Confusion: No
Can be hit by Dsmash through BF Platform: No
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 112%
Special input required for Footstool-Disable: Yes

Notes:
Can be easily popped up into Usmash with Nair.
:4ness:
Specific Info:
Can be sent onto BF's Platforms by Confusion: Yes
Can be hit by Dsmash through BF Platform: No
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 128%
Special input required for Footstool-Disable: No
:4olimar:
Specific Info:
Can be sent onto BF's Platforms by Confusion: Yes
Can be hit by Dsmash through BF Platform: No
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 120%
Special input required for Footstool-Disable: Doesn't Work

Notes:
1: Can be easily popped up into Usmash with Nair.
2: Only the purple pikmin will actually give KB, so don't let him keep you out by throwing reds and yellows.
:4pacman:
Can be sent onto BF's Platforms by Confusion: No
Can be hit by Dsmash through BF Platform: No
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 131%
Special input required for Footstool-Disable: Yes
:4palutena:
Can be sent onto BF's Platforms by Confusion: No
Can be hit by Dsmash through BF Platform: No
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 125%
Special input required for Footstool-Disable: Yes
:4peach:
Specific Info:
Can be sent onto BF's Platforms by Confusion: Yes
Can be hit by Dsmash through BF Platform: No
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 124%
Special input required for Footstool-Disable: Yes
:4pikachu:
Can be sent onto BF's Platforms by Confusion: No
Can be hit by Dsmash through BF Platform: No
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 119%
Special input required for Footstool-Disable: Yes

Notes:
1: Can be easily popped up into Usmash with Nair.
2: Powershield everything. Multihits will be powershielded if any of the hits are powershielded. This is the best way to punish Pikachu.
:4rob:
Specific Info:
Can be sent onto BF's Platforms by Confusion: No
Can be hit by Dsmash through BF Platform: Yes
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 140%
Special input required for Footstool-Disable: No

Notes:
1: Gyro control is essential in this MU. Learn how to easily catch it and use it against R.O.B.
2: R.O.B. has no answer to Mewtwo's edge-guarding besides Fair. Also, Mewtwo's Uair can outspace FF Nair.
3: Zones are a must in this MU. R.O.B. has pretty good close up options, and good ranged, but he suffers at tip of Dtilt range. The only move he has that can safely hit you is Gyro, which is predicable.
:4robinm:
Specific Info:
Can be sent onto BF's Platforms by Confusion: Yes
Can be hit by Dsmash through BF Platform: No
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 135%
Special input required for Footstool-Disable: Yes
:rosalina:
Specific Info:
Can be sent onto BF's Platforms by Confusion: No
Can be hit by Dsmash through BF Platform: Yes
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 117%
Special input required for Footstool-Disable: No
:4feroy:
Specific Info:
Can be sent onto BF's Platforms by Confusion: Yes
Can be hit by Dsmash through BF Platform: No
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 140%
Special input required for Footstool-Disable: Yes
:4ryu:
Can be sent onto BF's Platforms by Confusion: No
Can be hit by Dsmash through BF Platform: No
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 140%
Special input required for Footstool-Disable:
:4samus:
Specific Info:
Can be sent onto BF's Platforms by Confusion: No
Can be hit by Dsmash through BF Platform: Yes
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 141%
Special input required for Footstool-Disable: No
:4sheik:
Specific Info:
Can be sent onto BF's Platforms by Confusion: No
Can be hit by Dsmash through BF Platform: Yes (Specific Animations in Neutral)
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 121%
Special input required for Footstool-Disable: No
:4shulk:
Can be sent onto BF's Platforms by Confusion: No
Can be hit by Dsmash through BF Platform: No
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 141%
Special input required for Footstool-Disable: No
:4sonic:
Can be sent onto BF's Platforms by Confusion: No
Can be hit by Dsmash through BF Platform: No
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 132%
Special input required for Footstool-Disable: No
:4tlink:
Can be sent onto BF's Platforms by Confusion: No
Can be hit by Dsmash through BF Platform: No
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 126%
Special input required for Footstool-Disable: No
:4villagerf:
Can be sent onto BF's Platforms by Confusion: No
Can be hit by Dsmash through BF Platform: No
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 131%
Special input required for Footstool-Disable: No
:4wario:
Specific Info:
Can be sent onto BF's Platforms by Confusion: Yes
Can be hit by Dsmash through BF Platform: No
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 140%
Special input required for Footstool-Disable: No
:4wiifit:
Specific Info:
Can be sent onto BF's Platforms by Confusion: No
Can be hit by Dsmash through BF Platform: Yes
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 128%
Special input required for Footstool-Disable: No
:4yoshi:
Can be sent onto BF's Platforms by Confusion: No
Can be hit by Dsmash through BF Platform: No
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 135%
Special input required for Footstool-Disable: No
:4zelda:
Can be sent onto BF's Platforms by Confusion: No
Can be hit by Dsmash through BF Platform: No
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 124%
Special input required for Footstool-Disable: No
:4zss:
Specific Info:
Can be sent onto BF's Platforms by Confusion: Yes
Can be hit by Dsmash through BF Platform: Yes
Can be hit by Dtilt when hanging on the Ledge:
Can be hit by Dsmash when hanging on the Ledge:
Killed by Uthrow at: 126%
Special input required for Footstool-Disable: No




Section 7:
Counterplay

7.1: How to DI Fthrow:

Special Cases:

Fox:
Fox cannot DI Fthrow for less damage below approximately 110%. However, he can SDI. At low percents, below 40%, it is best to SDI down and in or down and away. This will cause Fox to get out early, taking little damage and allow Fox to gain stage control or reset to neutral.

At higher percents, it is best to DI up and in. This will cause Fox to miss most of the SB's, lowering damage to 11% with semi-good SDI and 9% or lower with good SDI.​

Yoshi:
Yoshi can simply use his frame 1 heavy armor and heavy weight classification to bust right out of Fthrow. Dumb Dinosaur... To do so, simply mash Jump and you will get out. There is one option where Yoshi ends up favorably though. Due to his Down B's momentum cancelling properties, Yoshi can hit Mewtwo while Mewtwo is still in lag.​

Bowser:
Because of Bowsers insane weight, Fthrow will not fully true combo on him. Sadly, a Frame 5 airdodge hinders any possibility of escaping prematurely.
Greninja:
Greninja can just SSHC out of Fthrow. Freaking ninjas... However, this is not without downsides. Greninja can only Shadow Sneak in 2 directions. If he Shadow Sneaks away, then he gets hit by the final few Shadowballs. If he goes in, then Mewtwo finishes his lag before Greninja, allowing for Mewtwo to easily get a stock or high damage combo.
Shulk:
Shulk in Shield Monado is able to airdodge out of Forward Throw. This means he will only take 2-5 damage.
Special Thanks:
@Zapp Branniglen For doing some research and finding out info on Greninja and Shulk, as well as Yoshi bomber trick!

7.2: How to Correctly DI Mewtwo's Combos:

Dtilt > Nair:

Nair is one of Mewtwo's best combo moves, leading into seemingly unavoidable 30-50% combos, however, these combos are quite easy to break.

Mewtwo must DJ in order to get Bair and Fair to combo. At lower percents, the height gained from Double Jump will often cause the Aerials to miss.. In order to ensure this, simply DI Down and away from Mewtwo. To find the best way to DI, watch what the Mewtwo is doing. Is he moving Forward, Backwards or not moving?

The DI option for Forward is DI behind Mewtwo and Down, so that the Bair will whistle harmlessly over your head.

For Backwards and Still, the Mewtwo is probably trying to get a Fair off, Thus, the best option is to DI in front of Mewtwo and Down. If the Nair sends you backwards then you won't need to worry about Bair until higher percents. Bair takes awhile to come out, giving you some leeway.

The golden rule is to NEVER DI up. DI'ing up will allow Fair and Bair to combo much later then otherwise otherwise possible, up to 15%. Instead, DI away or Down. Away sends Mewtwo far, losing stage control and Down has a possibilty of being hit. So, it is really dependent on the situation. Is it worth losing stage control and would I rather have a chance at being hit?

Dtilt > DJ Uair > Fair/Bair/Uair:

This combo is simpler, but relies on knowledge of percents. At an earlier percent spectrum, it is best to DI Down and Away in front of Mewtwo. At low enough percents (35%?), the Fair will whiff and only a Bair would have a chance at connecting. (Note: In this case, Bair relies on a back hit of Uair.) Mewtwo's only options at this point are to FF Fair, which sometimes trues, or to read the airdodge and Dair or to FF Nair. FF Nair can lead into other options, but is easily to fall out of by pressing buttons. At higher percents (60%?), the best DI option is to DI up and away from Mewtwo. This will get you out of Fair and Uairs range, escaping the combo and all potential follow-ups.

Jab Set-Ups:

Jab set-ups are interesting and almost futile to get out of. In general, there are three options that Mewtwo will go for.

1: Jab > Grab
2: Jab > Usmash
3: Jab > Disable

(Note: Jab > Dtilt is inescapable at most percents and under most circumstances. My only advice is to DI Away as it causes a worse hitbox to hit you and removes the grab follow-up.)

Each of these options work, but only when certain requirements are met. The first, Jab > Grab, is the easiest and most lax in timing or the three.

1: Jab > Grab:
This combo only works when you DI Down and buffer shield. While that is an amazing option to avoid Usmash and Disable, it can kill you. The best option to beat Jab > Grab is to DI away. DI'ing away will force the Mewtwo to Dash Grab, something that often whiffs and will not hit you if you don't DI away. Basically, it makes a 50/50 situation for the Mewtwo, Dash Grab or regular Grab? DI Away isn't perfect sadly as it is beaten by Usmash and sometimes Disable.

2: Jab > Usmash:
First off, Jab > Usmash is a frame trap. It will catch jumps, and can beat airdodges, however, you have to stay in the air long enough after the jab for the Usmash to hit. Considering that Grab doesn't true combo until higher percents you can assume that you have enough time to DI Down and buffer Shield. Optimally, you will want to DI away a bit too, in order to avoid the Grab. This, however, may backfire.

3: Jab > Disable:
Jab > Disable is the least guaranteed of the group, but the most formidable at the same time. The only way for this to consistently hit is either you airdodging into the ground or the Mewtwo somehow hitting you in your hard landing lag. This is mainly a read option, but is still the most dangerous of all the Jab Set-Ups.
7.3: How to DI Mewtwo's Killing Moves:

Shadowball:

Fsmash:

Usmash:
Usmash is interesting. You can DI it, and easily. However, DI will let you live a max of 3% later. Whoopee. However, Usmash can be SDI'ed if the Mewtwo Jump cancels it and you are proficient in high level SDI. You can DI to either the right or left, it doesn't matter which.
Dsmash:

Fair:
To correctly DI Fair, DI up and into the corner pocket behind you. So, when facing right, DI in this direction. :GCUL:
Bair:

Uair:

Dair:
Dair's DI is extrememly simple. DI in one direction or the other. DI'ing to the left/right and Down can help you live a bit longer, but this is at the risk of an edge-guard.
Uthrow:
Uthrow is in the same boat as Usmash, but slightly better. Still negligible.
Bthrow:
With Backthrow, you want to DI into the upper corner behind you. This will cause you to fly into the upper corner of the stage, allowing you to live for an extra 10-15%.​
Section 8:


Terms, Useful Topics and Update Log:

8.1: Terms:
FF: Fast Fall
SH: Short Hop
FH: Full Hop
SHAD: Short Hop Air Dodge
FAF: First Actable/Actionable Frame
IASA: Interrupt as soon as
D-Move: Down move/grab
U-Move: Up move/grab
F-Move: Forward move/grab
DA: Dash Attack
AT: Advanced Technique
DJ: Double Jump
DJC: Double Jump Cancel
LC/TC: Ledge/Teleport-Cancel
SB: ShadowBall
MU: Match-Ups
FG: For Glory
T&C: Town and City
BF: Battlefield
FD: Final Destination
DH: Duck Hunt
SV: Smashville
TO: Tournament Organizer
GOAT: ZeRo and Mango
FC: Full-Charged
KB: Knock Back
ATM: At This Moment
ASAP: As Soon As Possible
OP: OverPowered or Original Post (this post!)
IIRC: If I Remember Correctly
PP: Perfect Pivoting
DD: Dash Dancing
EDD:Extended Dash Dancing
OoS: Out of Shield
B&B: Bread and Butter
Phasing: SHAD for Mewtwo, it's so good with him we might as well give it a cool name
Base: Mewtwo's sweetspot, the base of the tail, used for combo purposes
Tail: Mewtwo's sourspot, the tail used for combo purposes
Tip: Mewtwo's second sourspot, the tip of the tail, used for combo purposes
Move.B: The base of a move, sweetspot
Move.T: The tail of a move, sourspot 1
Move.t/tip: The tip of a move, sourspot 2

8.2: Discussion Topics:

Mini Shadowball, Half-Charged Shadowball or Full-Charged Shadowball?

Advantages for Mini SB:
Mini SB is great for frame traps, comboing into Grab, and abusing the 50 frame no ledge grab window. Mini SB covers your approach, and allows you to safely retreat as well. Mini SB also allows you more movement options, in the form of Wave SB and B-Reverse SB.

Disadvantages for Mini SB:
Mini SB doesn't kill, can't stuff approaches and only does 3%.

Advantages for HC SB:
HC SB allows Mewtwo to still have limited access to B-reverse movement, and have a 18% projectile with some killing potential. It is also easy to charge into it's full charged form and doesn't show the opponent how charged it is.

Disadvantages for HC SB:
None really. Sorta a middle-grounds.It has some of the disadvantages of Mini, and some of FC. However, it has some of the advantages of Mini, and of FC.

Advantages for FC SB:
Kills stupidly early, does 26%, travels fast, pressures the opponent, catches techs and rolls, insane shield damage. It has a lot going for it.

Disadvantages for FC SB:
It takes approximately ?? seconds to charge, in which you usually have to give up stage control or advantage to get. Cannot frame trap as well, and shows the opponent that you have it full-charged through his glowing hands.

Consensus:
They are all good, but IMO, it is best to HC, and then get the FC through movement and such. Mini's are great for frame trapping and edge-guarding, but HC has a ton of uses and can easily and quickly be charged into FC, or released to get a mini SB. Consensus: HC when possible, otherwise, Mini's work great.

Patches, how good were they???

Patch 1.1.3:
  • Ground walk/run speed increased
  • Notes: This made him the 13th fastest character in the game. Very good buff. Allowed some combos to work easier and his approach game wasn't as bad.
  • F-Smash
    • Hitbox 0 (non-sweetspot) damage 15.0 -> 16.0
    • Hitbox 0 size 2.0 -> 3.0
  • Notes: Interesting buff. Fsmash wasn't bad before, so this was basically just a QOL buff. Not needed, but nice.
  • Nair
    • Landing Lag reduced 16 -> 13
  • Notes: This was a great buff. This allowed Nair to easily combo into a grounded move, previously, it was harder and nearly frame tight.
  • Fair
    • Hits on frame 7 -> 6
    • Hitbox moved 1 unit forward
    • Landing Lag reduced 18 -> 14
  • Notes: This was an amazing buff. The extended hitbox allowed for Fair to string easier and made it safer on shield, while the decreased start-up and landing lag made certain combos possible and most easier.
  • Bair
    • Hitbox 0 moved to a different bone, position adjusted, size 5.1 -> 5.5
    • Landing Lag reduced 21 -> 17
  • Notes: Nothing much. Slightly safer, but still has a deadzone on the very bottom.
  • Uair
    • Hitbox 1 damage 9.0 -> 10.0
    • Hitbox 2 damage 7.5 -> 9.0
    • All hitboxes KBG 100 -> 97
    • All hitboxes BKB 0 -> 40
    • Hitbox 0 size 4.7 -> 5.0
    • Hitbox 1 size 3.9 -> 4.5
    • Hitbox 2 size 3.1 -> 4.0
    • Landing Lag reduced 16 -> 13
  • Notes: This patch made Uair able to kill, combo into three aerials out of a DJ, and combo into practically everything when fastfalled.
  • Dair
    • Hitboxes moved down one unit
    • Hitbox duration 2 -> 4 frames
    • Landing Lag reduced 22 -> 18
  • Notes: Hitbox duration is the main thing. This made Dair a bit less precise.
  • Neutral Special
    • Projectile size increased
    • Aerial momentum shift reduced
  • Notes: SB size was increased, and the crazy knockback Mewtwo recieved was nerfed. The size buff alows Mewtwo to hit both an opponent on a platform, and a grounded opponent, while the KB thing allows Mewtwo to get some combos off.
  • Side Special
    • Unknown Grab Box parameters increased (could be size or positioning)
  • Notes: We still don't know...
  • D-Throw
    • Angle 69 -> 74
  • Notes: This made it so that Dthrow cannot lead into tech chases, and can no longer Platform Lock at kill percents.
Patch 1.1.5:
  • Weight: 72 -> 74
  • Notes: Really nice buff. Mewtwo dies about 3% later now, and considering his incredible recovery makes gimping him neigh impossible, I will accept a nice boost to livability.
  • Run Speed: 1.9 -> 2.05
  • Notes: We run as fast as Sheik.... 7th fastest in the game... Who's bright idea was this?
  • Usmash Total Duration: 73F -> 68F
  • Notes: Kills stupidly early, comes out frame 9, wonky hitboxes to deter punishes, less cooldown...
  • Nair Multihit Hitbox Size: 2.3 -> 3.0
  • Notes: Not really that major. Just a bit harder to fall out of now.
Patch 1.1.6:
No nerfs...
We still have the infinite...
Stiiiiillll Gooood.

8.3: Mewtwo's Infinite:

First off, it works.
https://www.youtube.com/watch?v=JG5U1RKGPww
https://www.youtube.com/watch?v=rSFuHOCSViI

One of these belongs to a Japanese player, the other is mine. I discovered this combo on the 6th, but the Mewtwo boards and I decided to keep it on the down low to try and avoid patching. I will be updating this thread through ought the day with new stuff.

How to do it:

First, you need to know how to Footstool-Disable consistently, and I mean really consistently. To get RAR Nair-Footstool requires precision and practice.

Second, Mewtwo has a lot of cooldown on Disable, so you have to EXACTLY copy the videos movements, or else it will end early and the disable won't stun them.

Third, it only deals 4%, so you have to be able to repeat it consistently.

Also, Dtilt-Footstool is extremely DI dependent. You have to appropriately react or else you will miss. In other words, not viable.

Notes:
This combo is difficult. Let me make a comparison. I can consistently do Sheiks PP Ftilt string, and I find this one much harder to do consistently. I wouldn't rate the base combo as that hard, but doing it over and over in order to rack up 20% is very difficult. Not an easy combo to pull off.​
What we can do with it:

First, positioning. With it, we can put you into the perfect spot for a kill combo.
Mewtwo can use this to get close to the edge, and then Base Dtilt-DJ Uair-Fair the opponent. This will kill as early as 40% and is extremely easy to pull off. Another option is just an Fsmash or somthing like it.
Second, rack up damage for the kill.
Even though it deals very little percent-wise, it is still an infinite. Once mastered, one could theoretically rack up 50% with it. Not very practical, but it is still guaranteed.
Third, troll.
Why do people hate wobbling? Because you can't do anything. Infinites completely destroy momentum and any sort of mental composure.
What we are doing about it:
@KillerJawz is currently trying to learn how to beat it. Here are some methods we will be testing:

1st: DI'ing into Mewtwo allows for the possibility of being too far away for the footstool to connect.

2nd: SDI,
so ive been testing the mewtwo infinite in depth. it's extremely easy to pull off, however, SDI from what i tested with my friend completely demolishes the combo.

against ryu i can 0-100% just with the infinite without dropping a single rep, it's that easy. when i set my friend to control and start SDIing the nairs, i couldn't get more than two reps without him dropping out of the nair, even with several different timings.
3rd: Frame Data Method:

The easiest way to escape N-Air, by reading how the move works in the code, would be to SDI into and below Mewtwo (towards the heel of his foot) and then right as Mewtwo fast falls immediately DI away and upwards. I don't know if this is actually do-able, but if it's escapable that will probably be the most probable way.

To be 100% honest I hope this gets patched out. I don't like having combos like this on any char. But N-Air is just so essential to Mewtwo's current metagame which has allowed Mewtwo to slither his way into the Bottom of High Tier.

I really hope the nerf they do is similar to Corrin's Aerial Neutral-B/ZSS Stun Gun/Any paralyzer: Mewtwo cannot land Disable twice in a very short amount of time. This wouldn't take anything of our current options but the "infinite" combo (which might not even be truly infinite).
This is probably going to be patched, but I am adding it for posterity.

8.4: Useful Threads:

Match-ups Discussion-

General Match-up Discussion-

Combo Compendium-
Nair Knockback Guide-
Frame Data-
ShadowBall Guide-

Mewtwo's Hurtbox-

In Depth LC/TC Guide-
Mewtwo Jab-Utilt-Usmash Percents-
Jab-Lock Guide-
8.5: Update Log:
0.0 Basic set-up added
0.1 Added movement options and descriptions. As well as updated the AT section.
0.2 Changed Moveset Analysis and added some analysis of moves. Continued to update the AT section.
0.3 Finished the Moveset Analysis and AT section.
0.4 Added a LC section, playstyle spoiler, updated grabs, finished Off-Stage and made a abbreviation guide.
0.5 Large General Update.
0.6 Combo section + Moveset analysis updates.
0.7 Added a how to play section and minor, but consequential, updates.
0.8 Minor adjustments, moved it to it's own thread.
0.9 Additions and adjustments. Players to watch and training guide added.
1.0 Updated multiple areas, starting to proofread and then post.
1.1 Keeping up with the patch! ( Do you see those shieldstun numbers???)
1.2 Kill percents added. Updated Combo section.
1.3 Large General Update.
1.4 Notable players list added. General Update.
1.5 Discussion Topics added and General Update.
1.6 Bones of 2.0 Added.
1.7 Suggested Reading Track Added and Section 6 Update
1.8: Large General Update, Random Topics and Stage Discussion Added
1.9: Large General Update, Better Formatting and QoL changes​

(Note: A General Update is just spelling errors, slight corrections, rewrites of old sections. Maybe a few new small things, etc.)

Final Note:

Big thanks to everyone that helped in any way, shape or form. Shoutout to the old mains, Metalex, Raykz and Meleebrawler, definitely would have dropped Mewtwo if you guys hadn't helped me get this guide and the Metagame thread set-up.

Thanks to the proof readers, Mew2Chainz, 420quickscoper and Kamtheman.

Make sure to check out my Youtube and twitter for insights on Mewtwo and Smash content!

https://twitter.com/sonicninja115
https://www.youtube.com/channel/UCXoY5d08dVI7DXFrFWeOZ3g
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Latest reviews

Amazing work and in-depth explanations.
Good.
Geez so much dedication for Mewtwo this is so great, by far this is the best guide I have ever seen in a while, you inspired me a lot keeping Mewtwo as my secondary, keep up the good work.
Sonicninja115
Sonicninja115
Thanks so much! Really an inspiration to work harder!
Ive been playing mewtwo for a little while now and I still learned alot from this guide. One of the best guides ive seen in general!
This is a fantastic guide, definitely one of the best on the site. Great information. I can tell a lot of effort was put into this guide. My only suggestion would be using spoilers instead of Control + F to help locate different sections easier. I find spoilers to be generally more effective, especially if there is a large amount of content. This is just a formatting suggestion, though. All the information seems spot-on. Overall a fantastic guide!
Sonicninja115
Sonicninja115
Funnily enough, my first version utilized Spoilers, but some people told me that too many spoilers can be overbearing with all that clicking. I will look into formatting in the near future, thanks for the tip!
Really good and in-depht guide. Maybe a little off putting for newcomers.
Sonicninja115
Sonicninja115
I am planning a intro, or How to Read this, section. It will be a step by step thing, so Newcomers, read sections 1,2 and 4, but not sections 3, 5 and 6. Then after you understand 1, 2 and 4, read 3 and 6, then finally read 5. It will be much more in-depth, but hopefully it will work. If you have any suggestions then please PM me! Also, thanks for the review!
One of the best guides I have read on this website, super useful for a new mains and helps current mains. 5/5
Sonicninja115
Sonicninja115
Thanks! Feel free to PM me any questions you have, or ask in the Q&A thread!
Your jokes are semi-good, work on those.
But honestly though, this guide is really good, I will definitely be using this to help my Mewtwo game get better.
Good stellar guide. One problem though (coughNeutralGamecough). I think it would be a help to introduce newer players (and people who plain don't know it) to the arts of the neutral
And to know how to interact with your opponent in that state.
Sonicninja115
Sonicninja115
I have that on my to-do list! That was literally the next thing I was going to add! Thanks for the review!
Awesome guide! Could you maybe add a list of what all your abbreviations mean at the start or something? I often had to take a while to work it out, such as PP etc.
Sonicninja115
Sonicninja115
I have a terms list at the end. I believe I mention it in the sections area.
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