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Basic Mewtwo Guide

proxibomb

Smash Clown
Joined
Feb 3, 2014
Messages
557
Location
Tazmily Village
Mewtwo has finally been added to the roster, with the same moveset from Melee, only Smash 4's engine. Whether he's good or bad, I welcome him to the roster!

:4mewtwo: Update Log: April 17th, 2015 - Version 1.3

Glossary:
  • Mewtwo Basics
  • Pros and Cons
  • Tactics
  • Match-Ups
  • Recovery
  • Percents
Version 0.5.0
• Added Guide
• Extremely messy basic information

Version 1.0 - April 15th, 2015
• Polished guide

Version 1.1 - April 15th, 2015
• Updated Match-Ups
• Updaed Percents
• Cleaned guide

Version 1.2 - April 16th, 2015
• Updated Recovery
• Updated Basics
• Updated Cons
• Added Combos tab

Version 1.3 - April 17th, 2015
• Changed Ledge Tactics to Tactics
• Added tons of information to Tactics
Mewtwo Basics:
Mewtwo is a somewhat floaty character, that is a lot lighter than his Melee counterpart. He has his same array of moves from Melee, only changed slightly for Smash 4's engine. There aren't any major additions, so continue to the guide for specifics!

Pros and Cons:
Pros:
Looking at the positives first, we know right now that Mewtwo is a lot faster, with a large cut of landing lag from his former self in Melee. He is a lot more slippery than in Melee. For example, teleporting (up-b) onto the stage from the side, just above the edge, causes him to slide across the stage (telesliding).
  • Has a wall jump
  • Side-b gives a larger boost in the air
  • Shadowball charges significantly faster than Melee's shadowball
  • A lot faster, and more slippery on the ground
  • Overall upgrade from Melee
  • Very good matchup against slow and/or large characters
  • Tail hitbox can clip through stage
Cons:
Mewtwo has some negative attributes added to him too. He is a lot lighter, which means he is easier to get KO'd, and some of his moves require a long startup. He cannot cancel his momentum with aerials. Here are the negatives in a list:

Notice: Mewtwo can cancel jump momentum with side and down B!
  • Cannot cancel momentum of second jump with aerials
  • Lighter weight (easily KO'd)
  • Not very good against fast characters
  • Some moves (like f-smash) have a lot of starting lag
  • Good recovery to stage, bad against edge-gaurders
  • Suffers from simple edge-guarding tactics
Tactics:
Movement

Mewtwo has some decent movement, but sadly, his aerials no long stop the momentum of his second jump. Remember to use moves at perfect timing, whether than using your second jump and canceling that with an aerial - that won't work!! Mewtwo has two momentum topping moves to make up for that though. Here are the two in a small neat list:

Side-B
  • Allows for a momentum cancel of going up, and slight boost in the air
  • Only stops momentum once in the air, cannot be used twice until you land on the ground
  • The boost allows for a shift forward, use this shift to escape enemies, as the land has less landing lag than your teleport land (up-b onto ground)
Neutral-B
  • Stops momentum, but takes time finger out of animation
  • Press the shield or grab button to stop animation, practice timing!
  • Doesn't work if you have a fully charged shadow ball
  • Momentum of shadow ball at full force flies you backwards
Down-B
  • Not as useful, so I wouldn't recommend this move, but it stops momentum
  • The ending lag is painfully noticable...

Ledges
Mewtwo isn't too good against fast characters, but could give a decent challenge with high level play. Use his long tail as an advantage! The tail hitbox can clip through the stage ledges, so if you're knocked off, wall jump off the side of the stage and push the edge-guarding opponent away with a bair. If there is no side to wall jump off, you have plenty of options. Here's a list, including the first option. The list has been divided up into wall jump and no wall jump tactics for the edge.

With wall jump:
  • Wall jump + bair
  • Wall jump + back of uair
  • Wall jump + nair (close pressure)
Without wall jump:
  • Drop + uair
  • Drop + jump + dair
  • Ledge Jump + nair (close pressure)
Keep in mind that nairs are highly recommend for close pressure only, and not recommend to keep space between you and your opponent.

Match-Ups:
Mewtwo has a easier time with heavy, slow characters like King Dedede and Donkey Kong. Those with lots of starting lag on moves will also suffer from Mewtwo, especially if you use d-tilts or up-tilts. Mewtwo has a slight troubling match with Bowser though, since Mewtwo is quite lightweight. Regarding his light weight, Mewtwo is a high risk, high reward character. Planning accordingly and great at punishes, Mewtwo can either strike with a fierce blow, or get thrown into a chain of hits - so be careful. This high risk, high reward play makes Mewtwo suffer against fast characters like Captain Falcon or Diddy. Mewtwo's slow start-up lag with moves makes him vulnerable to fast moves. Grabs are big on Mewtwo, since his light weight allows for easy juggles. Be weary of fast characters, and keep space between them. Mewtwo is best at punishing, so remember for openings. Use your up-tilts to pop opponents in the air. Also, keep in mind that side-b can be used to mirror and Fire projectikes back at foes who try to throw things at you.

Does well against:
  • Heavy characters
  • Slow characters
  • Characters with slow start-up moves
  • Characters with projectiles
  • Characters with a lot of ending lag moves
Doesn't do well against:
  • Fast characters
  • Characters that easily combo light-weights
  • Characters with long range hitboxes
Recovery:
Mewtwo's recovery is insane. In Smash 4, he has a wall jump introduced, which allows for some extreme recoveries, and some nice back-to-ledge options. Mewtwo can use his side-b to get a bit of momentum going in the air, and his shadow ball also allows for a large push in the opposite direction of the direction you shoot like Melee. His Up-B seems to be the same as Melee, so there isn't much change from that.

The only problem with his recovery is that his Up-B has a ton of ending lag, making him vulnerable to atracks. You can reduce ending lag by "telesliding", or sliding across the stage through the side of the stage edge, which will plant quite far from your foe if your foe is waiting for you at the edge.

Also note that his Up-B leaves him helpless after teleporting, no matter what you've done.

Telesliding - Sliding across he stage by teleporting from the side and landing on the stage. This creates a Wavedash-like movement, that helps escape those edge-guarding you.

Combos:
Mewtwo has a few good combo-starting moves. His d-tilt is great combo starter!

D-tilt
  • Allows for easy combo starter around 20% percent
  • Even better against light characters
  • Heavier character require around 40% to lift them in the air
  • D-tilt + fair is amazing!
  • D-tilt + grab usually only works at high percents because opponents can easily tech or simply fall to the grab, making the grab useless and you open to attacks
Grab
His grabs are decent combo starters, but not as versatile as his d-tilt.
  • Up-throw is basically useless for combos, but great for combo finishes! Mewtwo's up-throw easily throws characters into blast zones
  • Forward-throw good for combos at 0% to low percents, because it'll throw too far at high percents, leaving your opening time to escape or fight back
  • Down-throw works great with combos at almost any percent, since the knockback isn't too strong.
  • Back-throw is good with a bair, and possibly uair, if you can sweet spot the the end of tail from the uair

Percents:
Smash Attack:
F-Smash: 15-19%
D-Smash: 15%
Up-Smash: 1-16%

Charged Smash Attack:
F-Smash: 21-26%
D-Smash: 21%
U-Smash: 22%

Aerials:
Nair: 1-12%
Fair: 13%
Dair: 14%
Bair: 11-13%
Uair: 7-11%

Jab:
1: 4%
2 (per button press): 1% (minimum of 5%)
3: 2%
Total: 11%

Specials:
Up-B: ---
Down-B: 1%
Side-B: 9%
Neutral-B: 2-27%

Grabs:
Forward Throw: 10%
Back Throw: 10%
Up Throw: 12%
Down Throw: 9%

Tilts:
F-Tilt: 9-10%
U-Tilt: 4-6%
D-Tilt: 4-5%

Other:
Dash Attack: 6-10%
Final Smash: 30%
 
Last edited:

Miley

Smash Cadet
Joined
Jul 6, 2010
Messages
41
Wall jump should be added to cons as well @_@ you can wall jump mid teleport, which has screwed my recovery so many times
 

proxibomb

Smash Clown
Joined
Feb 3, 2014
Messages
557
Location
Tazmily Village
Wall jump should be added to cons as well @_@ you can wall jump mid teleport, which has screwed my recovery so many times
That would seem like a pro more than a con. Playing with a Wii U Pro Controller makes me SD a lot with his teleport because I'm so used to the edges around the Analog Stick of the GameCube controller. Practice moving about with Up-B, and it should come to good use.
 
Last edited:

Miley

Smash Cadet
Joined
Jul 6, 2010
Messages
41
That would seem like a pro more than a con. Playing with a Wii U Pro Controller makes me SD a lot with his teleport because I'm so used to the edges around the Analog Stick of the GameCube controller. Practice moving about with Up-B, and it should come to good use.
It's not a pro. After you teleport you can't do anything, even if you have another jump. If you wall jump during teleport, you're dead (unless someone hits you and gives you another up b). Even if you get used to his recovery, just the fact that you can do it and IF you do it, you're dead = no pro whatsoever
 
Last edited:

proxibomb

Smash Clown
Joined
Feb 3, 2014
Messages
557
Location
Tazmily Village
It's not a pro. After you teleport you can't do anything, even if you have another jump. If you wall jump during teleport, you're dead (unless someone hits you and gives you another up b). Even if you get used to his recovery, just the fact that you can do it and IF you do it, you're dead = no pro whatsoever
Oops, read it wrong. Sorry for the confusion. Yeah, his teleport leaving him helpless is a con.
 
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