Size: 8.5/10 (Mewtwo’s overall size has increased slightly since its appearance in Smash Bros Melee, and with this increase in size comes a drastic increase in weight, making Mewtwo stand up with the heavier characters of the game. However, Mewtwo can still do high floaty jumps like in its Melee days)
Strength: 9/10 (As you might expect from a legendary pokemon, let alone the most powerful pokemon of all, Mewtwo is one of the game’s strongest characters in terms of overall force and launch power. Being the game’s clear-cut strongest pokemon, Mewtwo is also capable of semi-decent combo skills, although the combo skills of Mewtwo are less than that of Melee Mewtwo. However, while Mewtwo’s psychic power can be used to create combos, it excels at single-hit attacks with powerful knockback)
Speed: 5/10 (Mewtwo’s speed overall is very limited for a pokemon that’s known for being quite fast in the actual games, but with its overall power, it’s not really that big of an issue. Mewtwo’s range is increased overall as well, most of its attacks giving off small projectile bursts to match its psychic style)
Recovery: 8.5/10 (Mewtwo’s high floaty jump and pinpoint special recovery remain intact from its Melee days, but has been given a few extra tweaks to make it more effective. However, Mewtwo’s high floaty jumps are still slow, so it can be knocked out of the air easier than most characters on the recovery, but luckily its pinpoint teleport is a good counter against this, which is a saving grace for Mewtwo)
Uniqueness: 9/10 (Mewtwo’s psychic heavyweight powerhouse style is not like anything seen in the series to this day. While Ness can be seen as a heavy-hitting psychic character, Mewtwo’s powerful attacks are much more ruthless overall, and is twice as heavy as Ness. Mewtwo’s fighting style is sure to please old-time Mewtwo users and fans looking for a breath of fresh air in the mighty legendary’s arsenal)
Standard A Combo: Shadow Bursts (3x, 16% total) (Three bursts of shadow energy from Mewtwo’s hands, the final blast being with both)
Forward + A: Psychic Blast (15%) (Super short-range projectile) (Pushes his hand forward, a small wave of energy spiking from his hand, has push effect to knock opponent back)
Up + A: Psycho Spark (14%) (Holds hand above head, releasing spark of psychic energy)
Down + A: Psywave (12%) (Eyes flash yellow as a wave of psychic energy surrounds him, almost instantaneous)
Dash Attack: Shadow Hook (10%) (A wave of shadow power extends from arm, striking opponent away, attacks quickly)
Aerial Attacks:
Neutral A: Psychic Shock (20% total) (Same as Melee, upped in knockback and overall effectiveness)
Forward + A: Psychic Pulse (17%) (Thrusts hand forward, creating a pulse of psychic power)
Up + A: Psychic Push (14% and Push effect) (Eyes flash as a wave of psychic energy appears around head, pushing upwards, has push effect)
Backward + A: Shadow Wall (14%) (Turns around to create a wall of shadow energy with mind, negates projectiles)
Down + A: Shadow Tail (14%) (Meteor Smash) (Smashes opponent downward quickly with tail infused with shadow power)
Smash Attacks:
Forward Smash: Psychic (34%) (Pushes both hands forward, creating a large psychic blast)
Up Smash: Psyshock (29%) (Uses mind to crush area above, has vacuum effect)
Down Smash: Shadow Pulse (29%) (Pushes hand onto the floor and releases a giant pulse of black energy, spreads outward to strike on both sides)
Grab/Throws:
Grab: Grab with a single hand filled with psychic energy
Pummel: Shocks the opponent with psychic energy (4%)
Front Throw: Throws the opponent upward and blows the opponent away with a psychic blast (12%)
Up Throw: Spins the opponent around then launches them straight up (15%)
Back Throw: Will turn around and blast the opponent away with Psychic energy (14%)
Down Throw: Throws the opponent to the ground repeatedly (11%)
Special Moves:
Standard Special: Shadow Ball (30% max, chargeable projectile like in Melee, has same physics, travels faster, easier to control)
Side Special: Psycho Cut (32% max, 11% for projectile, Powerful multi-use attack, strikes at close range for major damage, creates short-range projectile at full strength)
Up Special: Teleport (Teleports farther and quicker than in Melee without the addition of a helpless state)
Down Special: Power Swap (Gains random boost depending on what kind of character strikes. The following possible boosts are:
Power Boost (From powerful characters)
Speed Boost (From fast characters)
Recovery Boost (From multi-jump characters)
Projectile Proficiency Boost (From projectile-prone characters, example: MegaMan)
Final Smash: Psystrike (65% total, sucks in opponents around it in a large cyclone effect, then bursts outward in extreme power. Knockback is very high, most likely to KO any character over 30% damage, even Bowser)
Color Scheme:
#1: Grey/Purple (Standard Mewtwo)
#2: Greyish Green/Green (Shiny Mewtwo)
#3: Greyish Blue/Blue (Classic Shiny Mewtwo)
#4: Greyish Red/Red (Alternate Melee Mewtwo)
#5: Greyish Pink/Pink (Mew)
Theme Music: