Attributes: Mewtwo has received many major buffs in his attributes. His weight now has been increased by 10, making him the same as the Mother characters and Pit (20th-22nd). His running speed has also been increased to roughly around Pit's (14th). He still, however, retanes his walking and Air Speed from Melee.
PlayStyle:Overall Mewtwo hasn't changed all too much in his gameplay style from Melee; as he still relies heavily on mind games. His Confusion move (now called Psychic) is now a regular reflector as now reflected projectiles do damage to opponents, and also it now can trip up-close opponents, thus taking over the job of Melee's Disable. Of which, has been replaced by his new move, Gravity, which heavily contributes to his mind games. In addition, he's also received much less laggy standard moves and Smashes with higher kill potentials threw the use of his signature Spoon. All while gaining the ability to now hover mid-air similar to Peach. However, despite these new additions, Mewtwo is still a very floaty character and still is a big target, meaning he's still relatively easy to kill.
Entrance - Teleports onto the stage.
Neutral Special - Shadow Ball - Same as it was in Melee. Does 25% when fully charged.
Side Special - Psychic - Similar to Melee's Confusion, it now can reflect damaging projectiles and trip opponents, it can also still pull opponents through small platforms. However, the hit box has been decreased to the size of his AAA. Does 7%.
Down Special - Gravity - Only works on the stage. Mewtwo raises his hands up then down, pulling a directly air born opponent back down to the ground similar to the end of Zamus's U-Special. It does put the opponent in a stun state that increases the higher they were in the air. It's range is about 4/5's the size and hitbox of Zamus's U-Special.
Up Special - Teleport - Same as it was in Melee. Still has the most lag when done into the ground.
Final Smash - Psystrike - Mewtwo's signature move. He does his grab animation and traps the captured opponent midair in a 45 degree angle. Mewtwo materializes his spoon away from him and sends it flying through the helpless opponent, catching it in his hand. If done in the air, Mewtwo is left in a helpless state when done. The trapped opponent can be attack by other opponents while being trapped. Has knockback like Great Aether and it does 45%.
AAA - Same as Melee version, can be held down. Does 2% now.
Forward Tilt - Tail Whip - Same as Melee version, can still be sweet spotted. Does 5%.
Up Tilt - Psycho Cut - Summons his spoon and does a similar animation to Ike's U-Air. Has good enough knockback to make it a kill move but due to slight ending lag it's not as safe as it seems. Does 12%.
D-Tilt - Tail Whip - Same as Melee version. Does 6%
Dash Attack - Psycho Cut - Summons the spoon and does the same attack with it as a he did with a battering item in Melee. Does 15% if all hits connect.
Forward Smash - Psycho Cut - Summons his Spoon for a downward slash similar to when he held a battering item. Has good enough knockback to make it a somewhat reliable kill move. Does 14% uncharged. 21% Charged.
Up Smash - Same as Melee version. Does 15% uncharged and 20% Charged (if all hits connect).
Down Smash - Psycho Cut - Summons his Spoon for a basic downward slash, after the first hit the spoon then extends backwards 90 degrees for a second hit. Has major lag during the spoon extension time making not a very safe kill move. Does 12% uncharged and 16% charged for each hit.
Neutral Air - Discharge - Same as Melee version. Does 3-20% depending on the number of hits.
Forward Air - Psycho Cut - Same as Melee version but now uses the spoon for a slash resulting in a larger hitbox and range. Is much safer now it make it a new kill move. Now does 12%.
Up Air - Tail Whip - Same as Melee version. Can still be sweet spotted. Does 6%, 14% when sweet spotted.
Back Air - Psycho Cut - Summons the spoon and without turning around stabs the opponent. Similar to his original, has a smaller hitbox, nor can it be sweet spotted, but has overall higher knockback making it into a new kill move at high percents. Does 10%
Down Air - Stomp - Same as Melee version. Can Meteor Smash but it is still very unsafe. Does 7%, 14% when sweet spotted.
Pummel - Same as Melee version. Does 3%
Forward Throw - Whirlwind - Throws the opponent and sends them flying with a gust of wind. The gust may also blow other opponents as well. Does 10%.
Back Throw - Summons his spoon and without turning around stabs the opponent in the back. Causes the opponent to fall into a helpless on the ground state (like Snake's F-Throw). Does 12%
Down Throw - Tail Whip - Same as Melee version. Does 11%.
Up Throw - Whirlwind - Same as Melee version. Does 12%.
Other - Fly - Means Mewtwo can use his 2nd jump just like Peach's.
Taunts:
1. Same as Melee
2. Summons his Spoon and poses
3. Raises his feet of the ground by hovering.
Costumes:
Green - Shiny
Pink - Mew
Blue
Red/Orange
Black
Armored (as requested by Omega
)
Codec:
Otacon: Snake that's! Buzzzzzz......
Snake: Otacon! Otacon? What's going on?
Mewtwo: ... Snake, I can fully comprehend your current state of mind. For a long time, I too have been trying to find the very same answer.
Snake: Wait! You're...
Mewtwo: Indeed. I am Mewtwo. We have a lot in common you and I.
Snake: ...
Mewtwo: Right now I feel privileged to fight someone like myself. Don't disappoint me...
Snake: ...
Otacon: Buzzzz. Watch out Snake, It's!
Snake: I already know. Snake out.
Otacon: Snake wait! Snake? What just happened!?
Picture and Video examples of New Moves:
Forward and Up Throws
Up Tilt and Forward Smash
Side Special
Down Smash
Armored Mewtwo
Forward Smash 2
Forward Air
Back Throw
Final Smash
Final Smash 2