Super Smash Bros. Obliteration/Mewtwo

Mewtwo is an Unlockable Character in Super Smash Bros. Obliteration. This Psychic Type Pokemon is known as the Genetic Pokemon, Mewtwo was created some time ago by scientists who did experimentation and gene splicing for many years on the on the Genetics of the Original Mew. This artificial created Pokemon is said to have the most savage, dark heart among all Pokemon and a deep, grudging hatred of humanity for daring to experiment on it. Now back for a fourth straight round, Mewtwo is ready to unleash his Angry Psychic Emotions, as it ascends to the top of the Mountain of Smashers. Equipped with a moveset based around Arm/Palm, Tail, Shadow, and Psychic based attacks, as well as a powerful Psystrike Final Smash, Mewtwo strikes back against its opponents once more, in a true match for the ages.
== Attacks ==
Type 	Name	Damage 	Description
Neutral 	 	(7% = dark energy, 1% = loop, 2% = last). 	Extends its arm and emits a pulse of dark energy. Repeatedly pressing the attack button causes Mewtwo to sway its arm up and down to emit multiple pulses of dark energy before finishing with a dark energy-infused upward swipe. The first hit can be jab canceled, which allows it to combo into itself, a throw or any other attack.
Forward Tilt 	 	(10% = near, 9% = mid, 8% = far). 	Swings its tail forward. It is Mewtwo's strongest tilt attack, has good range and can be angled, all of which make it useful for spacing beginning at 40%. However, its low base knockback makes it unsuitable for KOing,
Up Tilt 	 	(6% = nearest, 5% = near, 4% = far, 3% = farthest, 5% = farthest hitbox to opponents in front
of Mewtwo).	Telekinetically backflips to swing its tail in an overhead arcing motion. Its near hitboxes launch at angles, which allows them to combo into themselves, an up smash, a back aerial or an up aerial beginning at 0% and up to low percentages. They can also be used for juggling beginning at medium percentages. In comparison, it far hitboxes can be used for spacing. It has long range overall, as it can hit opponents near Mewtwo's back.
Down Tilt 	 	(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 due to coming out on frame 6, and has respectable utility as a good out of shield option. It is also Mewtwo's best combo starter and, like up tilt, has hitboxes that launch at different angles. As a result, it can combo into an up tilt, a dashing up smash, a neutral aerial, a forward aerial or an up aerial.
Forward Smash	 	(20% = blast, 18% = arms) 	A double palm thrust that emits a blast of dark energy. It has noticeable start-up and moderate ending lag, but deals impressive damage. Its sweetspot KOs middleweights at 114% while near the edge, while its sourspot KOs them at 117% while near the edge.
Up Smash 	 	(1% = hits 1-6, 10% = hit 7, 16% = total).	Thrusts its arm upward to emit a swirling, galaxy-shaped blast of dark energy. It can miss small opponents, but is good for trapping aerial opponents, particularly those near the edge. It KOs middleweights at 122% if all of its hits connect.
Down Smash 	 	(15%) 	Extends its arm at a diagonal angle and emits a blast of dark energy from its fingertip. One of the few down smashes that does not hit on both sides, but it is powerful nonetheless and has the highest knockback scaling out of Mewtwo's entire moveset. It KOs middleweights at 118% while near the edge.
== Aerial Attacks ==
Type 	Name	Damage 	Description
Neutral	 	(1% = hits 1-8, 4% = hit 9, 12% = total). 	Discharges electricity around itself. Its hitboxes stay at Mewtwo's body and its last hit launches the opponent away. However, it no longer has a landing hitbox like in Melee, which means that opponents can end up close to Mewtwo if the move ends early. Regardless, it is very useful for disrupting opponents, as Mewtwo has full control over its aerial movement even while using the move, allowing it to weave in and out to prevent approaches.
Forward	 	(14%) 	A dark energy-infused swipe. It is Mewtwo's fastest aerial due to coming out on frame 6, while its respectable damage output and high knockback scaling allows it to KO middleweights at 130% while near the edge. At low percentages, it can also combo into itself or be used as a follow-up after a down tilt or a neutral aerial. Despite its aforementioned dark energy visuals, it produces both darkness and
slash effects.
Back 	 	(13% = near, 11% = mid, 9% = far). 	Swings its tail in an upward arc. It has highly disjointed range and is a decent gimping tool if timed properly. However, it has a noticeable amount of start-up lag and the second highest amount of landing lag out its aerial attacks. Its near hitbox KOs middleweights at 151% while near the edge.
Up 	 	(11% = near, 10% = mid, 9% = far). 	Backflips to swing its tail in an overhead arcing motion, similarly to its up tilt. Despite its appearance, it is unable to hit opponents beside Mewtwo, Its near hitbox KOs middleweights at 113%
while near the upper blast line.
Down 	 	(14% = grounded opponents/aerial sourspot, 15% = aerial sweetspot).	A backflipping, dark energy-infused stomp. It is Mewtwo's slowest aerial due to coming out on frame 15, but it has high knockback scaling, which allows it to KO middleweights at 148%. It is also a powerful meteor smash when sweetspotted in the air. Despite its aforementioned dark energy visuals appearing right where Mewtwo stomps, it does not have produce a darkness effect upon contact.
== Other Attacks ==
Type 	Name	Damage 	Description
Floor Attack (Front)	 	(7%0 	Telekinetically tail-Spins around itself, swinging its tail in both forward/back
directions, while getting up.
Floor Atack (Back) 	 	(6%) 	Same as front attack, just with less power.
Floor Attack (Trip) 	 	(7%) 	Telekinetically tail-spins Forward/Back Directions close to the ground.
Ledge Attack 	 	(8%) 	Performs A Forward Tail Swipe, While Climbing Up.
Dash Attack 	 	(10% = clean sweetspot, 9% = clean sourspot, 6% = late sweetspot, 4% = late sourspot).	A lunging, dark energy-infused palm thrust. Its clean sweetspot deals above average knockback. Depending on the hitbox it hits with and the opponent's damage, it can combo into a neutral, forward or up aerial. It also has impressive range for a dash attack thanks to its disjointed hitbox, making it a decent punishment option at certain distances and potentially difficult for the opponent to punish from a proper distance.
== Grabs/Throws ==
Type 	Name	Damage 	Description
Grab 	 	(N/A) 	Telekinetically Grabs An Opponent.
Pummel 	 	(2.1%) 	Electrocutes The Opponent, Has Average Speed.
Forward	 	(3% = hit 1, 1% = throw, 3% = shadow balls, 7% = total).	 Telekinetically lifts the opponent diagonally in the air before firing five Shadow Balls at them. As of update 1.1.0, it is tied with Ganondorf and max Aura Lucario's forward throws as the most damaging forward throws in the game. However, the Shadow Balls can be reflected if the opponent wears a Franklin Badge, while other nearby opponents with reflectors and/or absorption moves can choose to intercept it.
Back 	 	(7% = hit 1, 3% = throw, 10% = total). 	Telekinetically throws the opponent backward. Despite having its damage output and knockback scaling lowered since Melee, it is one of the strongest back throws in the game, as it can KO middleweights at 148% while near the edge.
Up 	 	(8% = hit 1, 4% = throw, 12% = total). 	Telekinetically spins the opponent around itself before launching them upward. Even though its overall knockback has been considerably lowered since Melee, it is still a strong throw, as it KOs middleweights at 154%. In regard to knockback, it is the second strongest up throw in the game, surpassed only by Charizard's up throw as of update 1.0.8. While Charizard's can KO earlier when landing on high platforms, such as the ones on Battlefield or Town and City, it is still susceptible to DI. When not including platforms, Mewtwo's can KO earlier in comparison, as DI has little effect on it due to it launching at 90%
Back 	 	(6% = hit 1, 3% = throw, 9% = total). 	Telekinetically slams the opponent to the ground and then somersaults in order to strike them with its tail. It has low knockback and somewhat high ending lag. As a result, it cannot properly combo into most of its moves, though it can be used to react to an opponent's option and punish them.
== Taunts ==
Up Taunt = Closes its eyes and folds its arms as it telekinetically spins around on the spot while laughing in a sinister tone. This taunt returns from Melee and 3DS/WII U.
Side Taunt = Surrounds itself in a flame-like field of dark energy, similarly to Lucario's up taunt.
Down Taunt = Its eyes briefly shine before it faces the screen, then thrusts its arm towards the screen while emitting a small spark of dark energy while posing similarly to its official art in Super Smash Bros. 4 and Obliteration.
== Special Moves ==
Type 	Name 	Damage 	Description
Neutral Special	Shadow Ball	(2.5% = uncharged, 13% = half charged, 25% = fully charged).	Cups its hands to its side and creates a large, dark purple sphere of dark energy between its hands, then thrusts its hands forward to launch the sphere. It can be fired immediately, which, when coupled with its erratic movement pattern, allows it to function as a pressuring option like Fireball. Conversely, it can be charge canceled and then charged up again. While its charging time is quite long, a fully charged Shadow Ball is a viable KOing option, as it KOs middleweights at 116% while near the edge. A fully charged Shadow Ball also deals considerable shield damage and possesses transcendent priority, though it cannot break one with full health and can still cancel out certain projectiles, respectively. A fully charged Shadow Ball also deals recoil upon being fired; as a result, using it in midair will moderately propel Mewtwo backward, which can help or hinder its recovery.
Side Special 	Confusion 	(9.95% = throw, 1.5% = reflected projectiles). 	Swipes forward to emit a ripple of psychic energy from its hand. Has impressive utility due to functioning as a reflector, a grab, and even a recovery option. As a grab, the ripple spins opponents around and leaves them tumbling downward, dropping them in front of Mewtwo and allows it to follow-up with other attacks. As a recovery option, its first use in midair gives Mewtwo a slight vertical boost.
Up Special 	Teleport 	(N/A) 	Teleports to a different location. It is completely invulnerable during the move. It has less ending lag if Mewtwo Teleports directly back onto the ground, while it gives Mewtwo some horizontal momentum if ended in midair.
Down Special 	Disable 	(1% = stun). 	Kneels on one knee and emits a minuscule spark of psychic energy from its eyes toward the opponent, stunning them. It only works if the opponent is facing Mewtwo and making eye contact with it. If the opponent is in the air, they are slightly launched backward with set knockback, instead of being stunned. Useful at high percentages to guarantee a KO, but difficult to land. It should be noted that Disable can be reflected by a particularly vigilant opponent.
== Final Smash  ==
Type 	Name 	Damage	Description
Final Smash	Psystrike	(30%) 	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 KOs middleweights at 68% while near the edge,
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