The post I've been wanted to do for ages, that the placebo crowds wouldn't let me.
Let's talk about Mewtwo.
Good Auto-Cancels and Bad OoS
Let's get this out of the way first: Nair FH ACs pretty liberally, almost as soon as the hitboxes vanish. Everything else SH ACs. Mewtwo has a lot of freedom as long as he is on the offensive.
Meanwhile, Mewtwo's OoS options are trash. He has a decent grab and modestly-fast-but-low-range u-smash. Don't overlook fair. Beyond that, nair is okay but that's it. The saving grace is that he does have kill throws, and u-smash is nothing to scoff at. Still, few characters have as poor OoS options as this.
His Teleport is so short that unlike Palutena, it has no use-case--even situational--of being used in place of a roll.
F-Smashes
Mewtwo has no "d-smash", but he does have 3 "f-smashes", each with pros and cons.
F-smash is
frame 19.
It does
15%/19% (more at tip, like Samus) uncharged.
The
range is medium, pretty good among f-smashes.
It has
very high shield push and
high endlag.
This means it is
unpunishable for most characters on normal block and
punishable on spot-dodge but chargeable; so swim at own risk.
D-smash is
frame 21.
It does
15% uncharged.
It has
lower range, and unlike the other options is
decent at hitting enemies on ledges.
Medium shield push and
very low endlag.
This means it is
unpunishable for all characters on normal block and
unpunishable on spot-dodge, plus chargeable.
Disable is
frame 16, and
cannot clash. (It is a transcendent projectile.) If they jab you on frame 16, it doesn't matter.
Can be started in the air while landing to come out even faster.
It
always leads to a partially charged shutter-stepped-tip f-smash for
~20-25%. (More enemy damage and slower mashing = more damage, but you can
always get an f-smash. The daze wakeup animation time is long enough.)
It is
slightly longer range than f-smash, but will
miss low-ducking opponents as well as
miss opponents not facing Mewtwo.
It has
very poor shield push and
high endlag.
This means it is
liberally punishable by any character in the game on block and
punishable on spot-dodge; unchangeable.
Reflectable.
Cannot hit enemies who are in tumble.
These 3 options are very similar, and Mewtwo can consider all 3 alternatives in almost any case where he would use one. As a general rule, there is a general spread of Speed+Power+Range vs. Safety:
(fast AND strong AND ranged)
Disable <---> F-smash <---> D-Smash (safe)
Edit: I want to emphasize that no frame ~16 move in the game has a punishment quite as harsh as disable, with good range to boot. It's VERY aggressively positioned on the speed/power/range curve, and has all of these weird unique disadvantages to make this possible.
Reflector + Strong Projectile
No character in any Smash game has ever
truly had a strong projectile
and a reflector until now. Ness, Mii Gunner, and Villager all have disqualifying traits to their projectiles for purposes of this discussion.) It is a unique combination; something is normally "against the rules." (This is on top of his projectile being both very powerful and very safe, though low damage without charge.)
This means that Mewtwo can force approaches better than almost anyone. Letting him charge up and spam his super-safe 25% KO-ing death ball is a non-starter. Trying to harass him with poke is also a non-starter, though the extent to which reflectors can combat this varies as always.
But not only does Mewtwo uniquely enjoy
both of these neutral advantages, he
also benefits from the unique dynamic of having both with regards to enemy reflectors.
Mewtwo has a favored sweetspot range where he can throw a Shadow Ball, and
Confusion it back if it is reflected! No other character in the game does this with a KO-able projectile, except Villager in very isolated cases with default Timber + Pocket.
Mewtwo's Confusion is a 1.4x multiplier. Many of you know where this is going.
Once a projectile reaches a 2.0x multiplier, it cannot be reflected again. This means if Shadow Ball is reflected by an ordinary 1.5x reflector, and Mewtwo Confusions it back, it is now at 2.1x and will break any further Reflect attempts.
Mewtwo will be unable to Confusion reflectors with a 2.0x reflect power or higher:
- (Dark) Pit Amplifying Orbitars
- Fox Amplifying Reflector
- Ness F-Smash
Mewtwo will get the last laugh on any reflector between 1.5x and 1.8x power:
- (Dr.) Mario Cape (default or Gust)
- (Dark) Pit Guardian Orbitars
- R.O.B. Rotor Arm (any)
Mewtwo will lose to to reflectors between 1.2x and 1.4x power; they will still be able to reflect a second time (and Mewtwo can't):
- Nayru's Love (default or Rejection)
- Fox Reflector (default or big)
- Falco Reflector
- Mii Gunner Echo Reflector
- ...Mewtwo Confusion
Mewtwo will be able to get the last laugh again for the two weakest reflectors in the game:
- Palutena Reflect Barrier (2 Confusions)
- Falco Accele-Reflector (3 Confusions, almost impossible)
And of course, it can still be negated/absorbed by the usual suspects:
- Ness PSI Magnet (default or Forward)
- Mario/Doc Shocking Cape
- Game & Watch Oil Panic
- Falco Reflector Void
- Rosalina Gravitation Pull or Guardian Luma
- Villager Pocket (all)
- Pocket resets the multiplier to 1.9x. Villager can always Pocket a projectile, but you can always reflect it back.
- Mii Gunner Absorbing Vortex
In other words, Mewtwo is uniquely well equipped to fight Mario, R.O.B., default (Dark) Pit, and default Palutena at range.
Confusion
Confusion is a pretty cool move! It's a shockingly big micro-jump when used in the air, almost like a Yoshi up-b. It's a
command grab, which means
it does beat super armor but also
follows regrab prohibition timing. You cannot Confusion someone shortly after a grab including another Confusion.
Confusion does a respectable 9%. It puts the opponent at a
slight frame advantage but an
awful position. This is very similar to how Palutena's Jab1 works, but more pronounced and without a grab option. The opponent has these options and consequences:
- Do nothing
- Mewtwo gets a free sweetspot f-smash, even if he shielded and has to drop it.
- This is strictly the worse option.
- Do nothing but tech (either in-place or roll)
- This will dodge a buffered uncharged f/d-smash, but that's about it.
- Pretty bad.
- Air dodge (into ground)
- Will have landing lag and eat a free sweetspot f-smash, even if he shielded and has to drop it.
- Will dodge buffered tilts, but suffer a small frame disadvantage based on fall speed.
- Not advisable.
- Double jump away
- No guaranteed Mewtwo followup, ever.
- ...but now you're in the air about Mewtwo with no (or one less) double jump.
- Usually the best, safest option.
- Do an aerial
- Will suffer landing lag.
- Will interrupt a f-smash.
- Will usually interrupt fair and tilts (even u-tilt), unless it's just really slow.
- Characters with slow fairs but fast nairs (like Mario) can do nairs instead
- Will eat a Mewtwo tipper f-smash if he shutter-steps backwards to dodge (punishes the landing lag)
- Mewtwo can always powershield it.
- ...But Mewtwo's OoS options are very poor.
- If the aerial is poorly spaced, he can OoS u-smash.
- If the aerial has enough landing lag, he can shield-drop hyphen u-smash, Disable, Shadow Ball, or f-smash.
- Landing hitboxes on fairs like Bowser Jr, Pikachu, or Falco will give Mewtwo less time.
- Disable may miss due to the landing animation style.
- Otherwise, he will probably just shield-drop f-tilt.
- Remember, he can't grab! (Which is what you'd normally do in this situation.)
- Do a Sheik fair
- No landing lag (auto-cancels)
- Mewtwo can powershield it, but frame advantage is almost zero (after Mewtwo shield-drop) due to no landing lag.
- Mewtwo can only jab Sheik OoS, and not if she DIs properly.
- Remember, he can't grab! (Which is what you'd normally do in this situation.)
- Will interrupt all other actions, including movement or spot dodge.
But now what about Aerial Confusion?
- You can still double jump away, but you are much less likely to have that option here.
- Mewtwo has slightly less frame disadvantage; he can air dodge any counter-attack, including Sheik fair.
- Mewtwo can follow up on most characters with uair. If Mewtwo has his double jump, he can double-jump fair or nair as well. These will all lose to most fast enemy aerials, and can be avoided by a buffered air dodge.
- If Mewtwo unleashes a fully charged Shadow Ball, it will hit any enemy who does a buffered air-dodge or any non-moment-altering aerial other than a Sheik fair.
- A delayed air dodge will avoid the Shadow Ball, but eat the instant DJ fair.
In conclusion I think Mewtwo loses to Sheik and Fox pretty bad, and probably Diddy, Falcon, and Mac too. (He hates pressure and vertical kills.) Otherwise a cool character with a few surprisingly interesting tools. The Ganondorf analogy is very apt; the more you examine him, the more his decisions bear a striking resemblance.