Super Smash Bros. Galaxy Deluxe/Mewtwo Moveset

Mewtwo (ミュウツー, Mewtwo) is a playable character in Super Smash Bros. Ultimate. It was officially revealed on June 12th, 2018 alongside Meta Knight and the rest of the veterans. Like in Super Smash Bros. Melee, Mewtwo is once again an unlockable character. Mewtwo is classified as Fighter #24. 
Keiji Fujiwara's portrayal of Mewtwo from Super Smash Bros. 4 was repurposed for Ultimate. This is also the last game for which Fujiwara voiced Mewtwo prior to his death in April 2020.
Mewtwo is ranked 63rd out of 82 on the current tier list, placing it in the C+ tier. This is a drastic drop from its 10th out of 54 placement in SSB4, the largest drop for a veteran in the transition from SSB4 to Ultimate.
== Moveset ==
 	 	Name 	Damage 	Description
Neutral attack 	Neutral attack 	Dark Flash (ダークフラッシュ) / Dark Flame (ダークフレイム) / Dark Finish (ダークフィニッシュ) 	3% 	Extends its arm to emit a small burst of energy. Repeatedly pressing the attack button causes Mewtwo to sway its arm up and down to emit multiple bursts of energy before finishing with an energy-infused upward swipe. The first hit can jab reset. It is one of the most damaging neutral attacks in the game (especially when backed up against a wall or edge), and is usually able to deal around 20%-30%, even if the opponent uses optimal SDI.
Neutral attack 	Neutral attack 	Dark Flash (ダークフラッシュ) / Dark Flame (ダークフレイム) / Dark Finish (ダークフィニッシュ) 	0.8% (loop), 2.5% (last) 	Extends its arm to emit a small burst of energy. Repeatedly pressing the attack button causes Mewtwo to sway its arm up and down to emit multiple bursts of energy before finishing with an energy-infused upward swipe. The first hit can jab reset. It is one of the most damaging neutral attacks in the game (especially when backed up against a wall or edge), and is usually able to deal around 20%-30%, even if the opponent uses optimal SDI.
Forward tilt 	Forward tilt 	Tail Whip (テイルウィップ) 	12% (near), 11% (mid), 10% (far) 	Swings its tail forward. It is surprisingly strong for a tilt attack, with its near hitbox KOing at around 80% near the edge and even its far hitbox KOing at around 120%. It can be angled up to function as an anti-air, and angled down to hit opponents hanging on the ledge. Its long range and high power allows it to function as an effective whiff punish, especially out of a pivot.
Up tilt 	Up tilt 	Quick Wiper (クイックワイパー) 	7% (clean near), 6% (clean mid, late near), 5.5% (clean far, close), 5% (late mid), 4% (late far)	Telekinetically backflips to swing its tail in an overhead arcing motion. One of Mewtwo's best combo starters, as its hitboxes launch opponents at favorable angles for comboing into itself, an up smash, an aerial, or Confusion at low percentages. It can also be used for juggling and as an anti-air beginning at medium percentages, and can even KO at high percentages (around 145% for middleweights). It covers a very wide range, hitting opponents near Mewtwo's back, making it a reliable move for catching landings. Most of Mewtwo's tail is a hurtbox, however, so it is less useful as an anti-air against other characters with disjointed hitboxes that can beat it out.
Down tilt 	Down tilt 	Tail Sweep (アンダースラップ, Under Slap) 	5% (near), 4.5% (mid), 4% (far) 	Crouches and spins around to swing its tail in front of itself. It is Mewtwo's fastest tilt with long range and low ending lag, making it good for close quarters combat. It is also among Mewtwo's best combo starters, being able to combo into an up tilt or any of Mewtwo's aerials. However, the sourspot on the tip of the tail does not lead to any combos, making it only useful for poking in the neutral. If it hits an opponent below the edge, it can confirm into a forward aerial for a potential KO combo at high percentages.
Dash attack 	Dash attack 	Dark Torch (ダークトーチ) 	12% (clean sweetspot), 9% (clean sourspot), 6% (late sweetspot), 4% (late sourspot) 	A lunging, energy-infused palm thrust. Its clean sweetspot deals above average knockback, which can KO at around 140% at the ledge. It is relatively fast and covers a decent distance, making it suitable for whiff punishes. However, it has moderate ending lag, making it punishable on shield. The late hit can lead into a buffered forward aerial at very low percentages.
Forward smash 	Forward smash 	Shadow Blast (シャドーブラスト) 	20% (blast), 16% (arms) 	Quickly cups its hands to its side, and then thrusts them forward to perform a double palm thrust that emits a blast of energy. It is Mewtwo's strongest attack and an incredibly powerful punish out of a shield break or Disable, with its sweetspot KOing at around 70% near the edge uncharged and its sourspot having respectable power as well. Due to it hitting on frame 19 and having 31 frames of ending lag, however, it is very punishable when whiffed or shielded at close range. It can be angled. It resembles Mewtwo's animation when performing a special move in the Pokémon Stadium series, and one of its attacking animations as of Pokémon X and Y.
Up smash 	Up smash 	Galaxy Force (ギャラクシーフォース) 	2% (hits 1-3), 10% (hit 4) 	Thrusts its arm upward to emit a swirling, galaxy-shaped blast of energy. It can KO middleweights at around 90% if all hits connect and is very fast for its power, with its initial scooping hitbox coming out on frame 9 and its overhead hitbox frame 10. However, due to jostling, the initial hitbox can sometimes miss even at point blank range, making it unreliable as an out of shield punish unless the opponent lands very close to Mewtwo's shield. The large, disjointed, long-lasting overhead hitbox can work as an anti-air against landing aerials, but opponents can air dodge through it with good timing. It has an enormous 43 frames of ending lag, making it very easy to punish if it misses due to the reasons above and making it a very high risk, high reward maneuver.
Down smash 	Down smash 	Shadow Bomb (シャドーボム) 	16% 	Extends its arm at a diagonal angle toward the ground to emit a large burst of energy from its fingertip. It is one of the few down smashes that does not hit on both sides. It is incredibly powerful, KOing at around 90% and launches at 55°, the latter of which makes optimal DI ambiguous. It comes out on frame 21, yet its ending lag relative to its power and startup is extremely low, as Mewtwo can act out of it after 41 frames. Combined with its extra shield damage, it is safe on shield against most characters, and potentially even on whiff. This makes it a non-committal punish against landings, spot dodges, etc., helped by its lack of a sourspot. It can also act as a powerful 2 frame punish at the edge due to its generous hitbox and 3 active frames. While it lacks a traditional sourspot, its outer hitbox only affects grounded opponents and deals less shield damage than its inner hitbox.
Neutral aerial 	Neutral aerial 	Body Spark (ボディスパーク) 	1.6% (hits 1-5), 4% (hit 6) 	Discharges electricity around itself with its limbs spread out. It comes out on frame 7, tying it with forward aerial for having the lowest startup lag out of Mewtwo's aerials. Its hitboxes are positioned at Mewtwo's hands and feet and keep the opponent trapped, whereas its last hitbox launches them. Its fast startup and long duration make it great for catching jumps. It is Mewtwo's best out of shield option thanks to it hitting in front of and behind itself, although it can be inconsistent at hitting because of its looping hitboxes being extremely small. Its linking hits can also drag opponents down if fast falling, which can lead to follow-ups, gimps and KO confirms, most reliably into up smash.
Forward aerial 	Forward aerial 	Shadow Scratch (シャドースクラッチ) 	13% 	An energy-infused swipe. It comes out on frame 7, tying it with neutral aerial for having the lowest startup lag out of Mewtwo's aerial attacks. It is one of Mewtwo's best KO options, KOing middleweights at around 90% near the edge. It also boasts combo potential at low percentages, as it can also combo into itself, down tilt, Shadow Ball and more. It is a very safe poking option because of its range, safety on shield and low landing lag. However, it is susceptible to anti-airs due to not being disjointed. It can also be used as an edgeguarding tool, albeit with some difficulty due to its hitbox's position. Its speed, safety, range, and utility at all percentages make it a staple of Mewtwo's neutral game and moveset, and it is generally considered the best forward aerial in the game.
Back aerial 	Back aerial 	Air Tail (エアテイル) 	13% (near), 12% (mid), 11% (far) 	Swings its tail behind itself in an upward arc. It covers a very wide area and deals high knockback, making it great at edgeguarding, particularly against double jumps, and allows it to easily wall out opposing aerial approaches. It comes out on frame 13, which is the 2nd highest amount of startup lag out of Mewtwo's aerials. It also possesses a blind spot below Mewtwo, while disjointed attacks will beat out its hitbox, reducing its utility against some characters and making it a liability in disadvantage. It can KO at around 100% near the edge, and much earlier off-stage.
Up aerial 	Up aerial 	Somersault Attack (サマーソルトアタック) 	12% (near), 11% (mid), 10% (far) 	Backflips to swing its tail in an overhead arcing motion, similarly to its up tilt. It covers a wide range, making it great for juggling, and it deals high knockback for an up aerial, KOing at around 110% near the upper blast line. It can be used to catch high recoveries and jumps onto the stage. If used when landing, it can combo into all of Mewtwo's aerials and Shadow Ball, potentially leading to KOs. Most notably, an ascending double jump up aerial can lead into a forward aerial as a situational KO confirm. However, it is difficult to hit short opponents while descending with the move.
Down aerial 	Down aerial 	Meteor Kick (メテオキック) 	14% (grounded opponents, aerial sourspot), 15% (aerial sweetspot) 	A backflipping stomp that emits a burst of energy from Mewtwo's foot. It is Mewtwo's most damaging aerial attack. It is also a very powerful meteor smash when sweetspotted in the air and has a rather large disjoint that extends below Mewtwo's foot, making it useful for edgeguarding and 2 frame punishes. It comes out on frame 15, however, which is the highest amount of startup lag out of Mewtwo's aerials. Its sourspot boasts respectable power and can combo into tilts at low percentages and aerials at medium percentages, or even KO outright at around 140%.
Grab 	Grab 	Psychic (サイコキネシス, Psychokinesis) 	— 	Telekinetically holds an opponent. Mewtwo's grab range and speed are average.
Pummel 	Pummel 	Dark Shock (ダークショック) 	1.3% 	Emits a point-blank burst of dark energy.
Forward throw 	Forward throw 	Shadow Cannon (シャドーマシンガン, Shadow Machine Gun) 	3% (throw), 2.4% (Shadow Balls) 	Telekinetically lifts the opponent diagonally in the air before firing 5 Shadow Balls at them. It deals 15% if all of its hits connect, making it the most damaging forward throw in the game by default. However, the Shadow Balls can be reflected by any character with a passive reflector, such as Hero using Bounce or any opponent wearing a Franklin Badge. By extension, other nearby opponents with reflectors and/or absorption moves can choose to intercept it, while opponents can also DI to avoid some of the projectiles at higher percentages and mitigate the throw's damage output. While it does not possess any true follow-ups, it has relatively low ending lag and leaves the opponent in a favorable position for Mewtwo to cover their options with a dashing up tilt, dash attack, back aerial, etc. If the opponent fails to DI all of the Shadow Balls correctly, it can KO at around 140% from the combined knockback of every Shadow Ball fired.
Back throw 	Back throw 	Psycho Throw (サイコスロー) 	11% 	Telekinetically throws the opponent behind itself. Its respectable damage output and decent knockback make it one of the strongest back throws in the game, and one of Mewtwo's most viable KO options. It KOs middleweights at around 100% while near the edge.
Up throw 	Up throw 	Psychic Whirlwind (ワールスロー, Whirl Throw) 	12% 	Telekinetically whirls the opponent around itself before launching them directly overhead. Tied with Incineroar's up throw for the 3rd strongest up throw in the game, and is surpassed only by Charizard's up throw and Olimar's Blue Pikmin-initiated up throw. It KOs middleweights at around 140% from ground level, and even earlier when standing on a platform.
Down throw 	Down throw 	Tail Beat (テイルビート) 	4% (hit 1), 5% (throw) 	Telekinetically slams the opponent to the ground, and then somersaults in order to strike them with its tail. As of update 8.0.0, it can combo into upward angled forward tilt and up tilt at low percentages, and forward aerial at medium to high percentages, the latter of which can KO reliably at around 80%-130% depending on the opponent's weight and size. The aforementioned follow-ups are susceptible to DI, although its quick startup is difficult to react to, and it can be used as a mix-up to forward throw. At medium to high percentages, it can force the opponent onto a platform if used below one, leading to a tech-chase situation where Mewtwo can potentially follow up with an aerial, up smash, or even Disable with a proper read.
Floor attack (front)	Floor attack (front)	 	7% 	Telekinetically spins around to swing its tail before getting up.
Floor attack (back) 	Floor attack (back) 	 	7% 	Telekinetically spins around to swing its tail before getting up.
Floor attack (trip) 	Floor attack (trip) 	 	5% 	Performs a dark energy-infused swipe behind itself and then in front of itself while getting up.
Edge attack 	Edge attack 	 	9% 	Swings its tail in front of itself while climbing up. As of update 3.0.0, it has the 2nd longest range of any edge attack in the game, being surpassed only by Bowser's.
Neutral special 	Neutral special 	Shadow Ball 	4% (uncharged), 25% (fully charged) 	Cups its hands to its side and creates a blackish violet sphere of energy between its hands, then thrusts its hands forward to launch the sphere. Depending on its charge and the opponent's damage, Shadow Ball can combo into almost any move, including (but not limited to) down tilt, up tilt, grab, dash attack, forward aerial, and up smash, potentially even leading to a KO with the latter two moves. It can be B-reversed and wavebounced, giving Mewtwo tricky movement mix-ups to use in the neutral and when landing. Like all of Mewtwo's specials, it can be used to cancel the upward momentum of Mewtwo's double jump. When fully charged, Shadow Ball travels faster, is harder to clank with, and can KO at medium to high percentages. Because of these attributes, it is one of Mewtwo's best tools in the neutral game.
Side special 	Side special 	Confusion 	1.15% (hits 1-7), 1% (throw), 1.4× (reflected projectiles) 	Swipes forward to emit a ripple of psychic energy from its hand. It has impressive utility, courtesy of it functioning both as a reflector and a command grab, making it a viable option when landing, recovering or getting up from the edge. As a grab, the ripple spins opponents around and leaves them tumbling at a frame disadvantage that is dependent on their damage. If used in the air at 140%, it can combo into forward aerial, ensuring a KO unless the opponent has a combo breaker that comes out on frame 1. If the opponent does not have a combo breaker that comes out on frame 2, it can also combo into up tilt past these percentages, which can KO at around 150%. It also functions as a Fall Break, making it useful for mixing up landings and recovery timings.
Up special 	Up special 	Teleport 	— 	Teleports to a different location. It renders Mewtwo completely invulnerable after frame 9. It has 20 frames of landing lag, making it a potentially effective, albeit punishable escape option when being juggled. It carries Mewtwo's vertical momentum out of a double jump very well, giving it a deceptively long travel distance, though it carries limited horizontal momentum. Its combination of intangibility, long travel distance, and quick startup makes it a very effective recovery move. When coupled with the stalling capabilities of its double jump and other special moves, Teleport makes Mewtwo exceedingly difficult to edgeguard.
It can also be used to edge cancel, although its precise edge canceling window and tendency to "bounce" off surfaces can often cause Mewtwo to overshoot the edge entirely, leading to accidental self-destructs offstage and making it a very risky endeavor.
Down special 	Down special 	Disable 	1% 	Emits a minuscule spark of psychic energy from its eyes that travels forward. It it hits an opponent facing Mewtwo, it stuns them if they are on the ground. Conversely, it will launch them backward with weak knockback if they are airborne. It only works if the opponent is facing Mewtwo and will have no effect otherwise, making it useless for punishing back aerials, cross-ups, etc. It stuns the opponent for longer the more damaged they are, allowing it to confirm KOs from as low as 50%. Since opponents face the same direction during all of their getup options, it is especially effective at tech-chasing, essentially guaranteeing the power of a charged smash attack with the startup of a uncharged one, though its aforementioned properties make it situational to land otherwise. Due to being a projectile, Disable can also be reflected. Disable grants intangibility on frames 10-16, allowing it to beat out attacks when timed properly. When coupled with its deceptively long range, it can also be used as a surprise landing option against unaware opponents.
Final Smash 	Final Smash 	Psystrike 	40% 	Mega Evolves into Mega Mewtwo Y and performs Psystrike, its signature move in the Pokémon games. Psystrike is a powerful sphere of psychic energy that plows through both opponents and walls, and any opponent caught will be stunned before being launched by an intense, mind-shattering blow. It is incredibly powerful, as it will KO at around 50% from center-stage.
== Appearing ==
Teleports on-screen while surrounded in a flame-like aura of psychic energy, then descends to the ground as whisps of psychic energy disperse from its body.
== Taunt ==
Up Taunt: Folds its arms as it telekinetically spins around on the spot while laughing. Resembles the animation Mewtwo performs while using a physical move in Pokémon Stadium series. If Mewtwo is holding an item, the item will orbit telekinetically around with it on the final spin.
Side Taunt: Surrounds itself in a flame-like aura of psychic energy, similarly to Fox and Lucario's up taunts.
Down Taunt: After turning to face the screen, it waves its hand in a circular motion in front of itself. It then proceeds to thrust its opposite arm forward while emitting a small burst of energy from its palm. If Mewtwo is holding an item, the item will orbit telekinetically around its body during the taunt.
== Idle ==
Crosses its arms and then moves them outward.
Holds out one hand in front of itself.
== Victory Pose ==
Left: While emitting wisps of psychic energy from its body and growling, Mewtwo raises its left hand in front of itself while pulling back its right hand. Mewtwo then thrusts its right hand forward, emitting a pulsating burst of energy from its palm. In Japanese, it says "私は負けるわけにはいかない！", which translates to "I cannot afford to lose!"
Up: Mewtwo crosses its arms as it turns its back to the screen, and then looks back over its shoulder, scoffing. In Japanese, it says "私はなぜ ここにいるのか…？", which translates to "Why am I here...?"
Right: Spins once while levitating and emitting wisps of psychic energy from its body, then strikes a poses while briefly emitting a flame-like aura of psychic energy around itself as it laughs. In Japanese, it says "愚かな！", which translates to "Foolish!"
== Victory Theme ==
Mewtwo: Pokémon Villains Victory Theme
== Classic Mode: Psychic Control ==
Round 	Opponent 	Stage 	Music 	Notes
1 	Ness and  Lucas 	Fourside 	Fourside (Melee) 	Both characters use PSI attacks, which are similar to Mewtwo's psychic powers. Mewtwo itself is also similar to Giygas/Giegue as he appears in EarthBound Beginnings.
2 	Cloud 	Midgar 	Snowman 	Lucas is a CPU ally. His costume is based on the Masked Man, a form his twin brother, Claus, assumed upon being brainwashed by Porky Minch in Mother 3.
3 	Ryu and  Ken 	Suzaku Castle 	Fight On! 	Cloud is a CPU ally. Cloud was brainwashed briefly by Sephiroth in Final Fantasy VII.
4 	Richter 	Dracula's Castle 	Vega Stage 	Ken is a CPU ally. Ken's costume is based on Violent Ken, a form he assumed upon being brainwashed by M. Bison in SNK vs. Capcom: SVC Chaos and Ultra Street Fighter II: The Final Challengers.
5 	Palutena and  Pit 	Skyworld 	Lament of Innocence	Richter is a CPU ally. Richter was brainwashed by Shaft in Castlevania: Symphony of the Night.
6 	Pikachu,  Pichu,  Jigglypuff, and  Lucario	Kalos Pokémon League	Destroyed Skyworld 	Pit's Body is a CPU ally.
Bonus Stage	Bonus Stage 	Bonus Stage 	Bonus Stage 	Bonus Stage
Final 	Chaos Kin 	Chaos Vortex 	Chaos Island 	Pikachu is a CPU ally. Ash's Pikachu was cloned by Mewtwo in Pokémon: The First Movie, and was mind controlled by a Drowzee in the anime episode Pikachu Re-Volts.
== Palutena's Guidance ==
: Pit: That's Mewtwo, right?
: Palutena: National Pokédex number 150. Mewtwo is a legendary Pokémon that was created by resequencing Mew's genes.
: Viridi: I WILL NEVER FORGIVE THESE HUMANS!
: Pit: Poor thing. It's a walking science experiment.
: Palutena: Mewtwo is arguably the most powerful Pokémon in existence. Some people spend their entire lives trying to catch it.
: Viridi: It's an affront to nature and must be destroyed immediately! Think about it! Every action has a butterfly effect. Who knows what kind of impact it could have on the ecosystem!
: Pit: Grow a heart, Viridi! It didn't choose to be a freak of nature.
: Palutena: Feel sorry for it all you want, Pit, but don't underestimate it. Mewtwo's Confusion move can both flip opponents and reflect projectiles.
== Color ==
# Original
# Orange
# Blue
# Brown
# Red
# Yellow
# Green
# Shadow Mewtwo
# Armored Mewtwo
# Armored Mewtwo (Orange)
# Armored Mewtwo (Blue)
# Armored Mewtwo (Brown)
# Armored Mewtwo (Red)
# Armored Mewtwo (Yellow)
# Armored Mewtwo (Green)
== Story Mode ==
Mewtwo Was Vaporized By Oleander When She unleashed Her beams of stars. and imprisoned alongside the rest of the fighters, with the exception of Girl & Dog.
In Opening Scene Mewtwo and Zelda attempted to reflect the beams using Confusion and Nayru's Love, respectively. However, their efforts failed, with both being vaporized and placed under Oleander's imprisonment, along with the rest of the fighters (excluding Girl & Dog).
No.	Name 	Type	Power 	Stage 	Music
24 	Mewtwo	Grab	12,000	Spear Pillar (Ω form)	Battle! (Dialga/Palkia) / Spear Pillar
== Spirit ==
Category:Character Movesets