Hey everyone, Mew^2 here to provide a little bit of insight on what everyone is talking about. I'm seeing some mixed opinions about Mewtwo's grab and I just want to set the record straight!
So for starters, Mewtwo's grab is very, very, VERY solid, in fact I'd almost even call it phenomenal. It is decently quick, has above average range, and most importantly can lead into a plethora of combos and setups. For starters, his rapid jab combo isn't too shaggy, it deals roughly 10-14% depending on how long its held, and creates a large amount of needed space. Mewtwo also has a phenomenal jab to grab game. It is true as long as your positioned correctly and even still most times you can do a quick dash grab to get the confirm, but timing is a little strict. This serves as a reliable way to guarantee an up throw, or just to rack up damage with forward throw or down throw. There are even some interesting gimmicks you can do with it, such as jab to Disable and jab to Confusion, but this is much more gimmicky. Now for the best part of the jab, the massive plethora of combos it creates. Jab can first off combo into d-tilt, which is also one of Mewtwo's best combo setups. Jab, d-tilt, to f-air and sometimes a second f-air is true on a large portion of the cast, and nets around 35% damage. That much damage off of one jab is beyond ridiculous. At higher percents you will want to look for jab d-tilt into u-air. Of course, both of these combos can be done with just d-tilt and skipping the jab part, but the slight extra damage is always nice. Lastly, one of the most important and fundamental jab combo to any Mewtwo main's arsenal is going to be the amazing stuff that can be done with u-tilt. Jab u-tilt into up smash is an amazing kill setup, its reliable, guaranteed, and can kill as low as 70-80% depending on rage and enemy weight. This combo only works on certain characters, which even I'm still trying to figure out, but it is 100% true and cannot be avoided. Some characters will fly away with the u-tilt and up smash won't connect, however you can still combo a b-air or chase them down for a follow up. On some characters you have to go straight into u-tilt into up smash, as the jab changes the u-tilt trajectory and knocks them away. Also, hitting the closer hitboxes of jab as opposed to the latter can also change the trajectory, for good or for bad. At lower percents you can actually spam jab u-tilt, back to jab u-tilt, and repeat to lock them in for a massively high damaging combo, I know for fact this works on Shiek. Overall, Mewtwo's jab is an exceptional move in his arsenal, it confirms into some safe kill setups, can combo in for some of Mewtwo's most damaging combos or be used to start combos, and is just a safe, low risk high reward move to use, especially when compared to some other jabs.