Mewtwo (SSBU)

Mewtwo (, Mewtwo) is a playable character in Super Smash Bros. Ultimate. It was officially revealed on June 12th, 2018 alongside 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.
'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 69th out of 82 on the current tier list, placing it near the end of the C- tier. This is a drastic drop from its 10th out of 54 placement in SSB4, tied with as the largest drop for a veteran in the transition from SSB4 to Ultimate. Mewtwo's greatest strengths lie in its offensive capabilities, being able to rack up large amounts of damage via its strong normals and special moves. Most notably, Shadow Ball is a strong and versatile projectile that serves as a centerpiece to Mewtwo's main game plan, allowing it to apply pressure to opponents by being a strong tool for KOing and allowing for combos at its weaker charges courtesy of Mewtwo's high mobility. Additionally, Mewtwo has a multitude of viable KO tools which allows it to secure stocks reliably, such as the aforementioned Shadow Ball, forward aerial, back aerial, its powerful kill throws and smash attacks. Its other specials have their place in Mewtwo's game plan as well - Confusion and Disable allow Mewtwo to set up into KOs, with the former also acting as a reflector, giving it an answer to camping opponents with projectiles. In addition to being a strong tool for recovery especially when paired with Confusion and its double jump, Teleport possesses low lag, allowing it to be used as an escape option should Mewtwo find itself in a bad spot.
Despite these strengths, Mewtwo packs some severe, glaring weaknesses, most notably in its weight and size. Mewtwo is tied for the seventh lightest character in the game and it is prone to losing stocks at low percents. Unlike the other characters in its weight class, Mewtwo is easier to hit and juggle because of how big and floaty it is, making matchups such as and notoriously difficult. Its slow double jump and lack of combo breaker moves, combined with the aforementioned downsides, leads to Mewtwo having a very poor disadvantage state (outside of recovery), made worse by its infamous tail hurtbox, making Mewtwo easier to be clipped by a lot of attacks while also adding extra risk to the usage of tail moves.
Overall, while Mewtwo possesses strong tools and high KO power, as well as a powerful projectile and combo game courtesy of Shadow Ball, it is difficult for it to find consistency due to its undesirable combination of being a very large and lightweight character. As a result, Mewtwo rarely sees representation in competitive play, with most of its major representation coming from prior to his leave from competitive play.
==How to unlock==
Complete one of the following:
*Play VS. matches, with Mewtwo being the 60th character to be unlocked.
*Clear with or any character in his unlock tree, being the last character unlocked after .
*Have Mewtwo join the player's party in World of Light.
Mewtwo must then be defeated on Spear Pillar (the Ω form is used in World of Light).
==Attributes==
Mewtwo is a large, tall fighter with a slew of powerful moves, but it is actually a lightweight fighter (tied for 7th lightest in the game with , , , and ). Despite its size, Mewtwo's overall mobility is outstanding: it has above-average traction, the 20th fastest walking speed, the 9th fastest dashing speed, is tied (with , , , and ) for the 6th fastest initial dash, and has the 3rd fastest air speed in the game. Mewtwo has a low initial jump, but its short hop is rather high and its double jump is the highest in the game (albeit delayed); additionally, Mewtwo has average air acceleration and falling speed with below-average gravity. Given these attributes, Mewtwo falls squarely into the glass cannon category and must use its uniquely fast mobility to land devastating blows while avoiding close-quarters combat where its size – particularly its notoriously vulnerable tail – and light weight can become a liability.
Mewtwo's overall damage output is very high, especially in regard to its grounded moves. Neutral attack is a fairly disjointed neutral infinite that can regularly rack up 20% or more damage if the opponent is caught at close range, but it is unsafe on shield. Forward tilt is a strong tail swipe with good range and a sweetspot that can KO reliably at high percentages while near the edge, but it has moderate start-up and ending lag. In addition to its deceptively high power, it can also be angled to serve as a niche anti-air or ledge-hanging punish option. Up tilt is an overhead tail swipe with generous range around Mewtwo's entire body and its large but brief sweetspot (located directly in front of Mewtwo) launches opponents up and toward Mewtwo, making it an excellent combo starter in neutral. Down tilt is a low tail sweep boasting relatively low ending lag, quick start-up, and good grounded range while launching opponents at mostly vertical angles. This makes it a great neutral and combo tool, comboing into all of Mewtwo's aerials and up tilt if the opponent is hit at close range. While down tilt is technically unsafe on shield, its overall quick speed and long range make it difficult to punish if an enemy reacts too slowly.
On the contrary, down smash is safe on shield and is notorious for causing immense shield damage if it connects. Nonetheless, it is still a risky move to use in the neutral game, due to it having the most amount of start-up among all of Mewtwo's smash attacks and being one of the few down smashes in the entire game to only hit on one side. In contrast, Up smash has the quickest start-up of all Mewtwo's smash attacks and is a great anti-air to catch forced landings, but also has the highest ending lag and is generally the most punishable move in Mewtwo's moveset. Forward smash has decent range, can be angled and is Mewtwo's most powerful smash attack in terms of knockback when spaced (being able to KO at mid percentages while close to the edge) and can potentially allow it to dodge attacks via shifting its hurtbox, since it leans back just before charging it, but has noticeable ending lag and is also not safe on shield if landed at close range. These traits make Mewtwo one of the strongest characters in the game in terms of outright KO power, though it is optimal for players to not play too close to opponents with quick movement, disjointed range, or attacks that are fast enough to punish any mistakes. However, Mewtwo can also use its great ground and air speed to mix up approaches and punish mistakes using these moves, making it necessary for high-level players to recognize when to approach offensively.
Mewtwo's aerials are some of the best in the game, with generally quick start-up, low landing lag, long range and great power. Forward aerial is a claw swipe that serves as a safe poke when spaced on landing, a useful combo starter at low percentages, and a reliable KO option; it is considered by many to be among the best forward aerials in the game due to its safety, speed, and power. Neutral aerial consists of Mewtwo emitting electricity from its hands and feet for multiple hits, before launching opponents away with a large electricity discharge surrounding its full body. The move is a capable combo starter at all percentages, and is a safe poke when it is spaced sufficiently; it is also Mewtwo's best out-of-shield option due to his aerial speed allowing it to safely escape pressure (compared to committing to its laggy up smash). Though its forward and neutral aerials are fast and threatening, they are only slightly disjointed and the former lacks range. This makes Mewtwo's approach game with these moves significantly weaker against opponents that have long weapons or strong projectiles.
Back aerial is Mewtwo's second slowest aerial, primarily being used to wall out offstage opponents who have poor range and/or recoveries. However, it can be beaten out by disjoints easily, cannot reliably hit close to ground at any height, and leaves Mewtwo's tail very vulnerable if it whiffs. Since it swings its tail upwards, it is also less effective when Mewtwo is falling downwards, and is better used while Mewtwo is rising from its midair jump. As a result, it cannot fulfill the role of giving Mewtwo good effective range in the neutral game. Up aerial is one of Mewtwo’s best moves, as it has decent start up, short end and landing lag, covers a large arc starting directly in front of Mewtwo’s face, and has incredibly strong power. Altogether, these traits make the move relatively safe to use in neutral and excellent for punishing landings or reckless edgeguards. Down aerial has the most startup of Mewtwo's aerials, but is a very strong meteor smash when sweetspotted, has a decently disjointed hitbox directly beneath Mewtwo that can two frame punish, and can also serve as a situational combo starter at low to medium percentages.
Mewtwo's neutral special, Shadow Ball, has excellent versatility, as it can combo into virtually any of Mewtwo's quicker moves at any percent depending on the charge of the projectile. When fully charged, it also becomes a reliable KO move at high percents, and deals decent shield damage for good measure. In midair, it can even be used as a landing mixup, as the recoil from the fully charged variant pushes Mewtwo back a considerable distance. Mewtwo can utilize techs like wavebounces, B-reverses, Shadow Ball cancels and turnaround specials to make its movement even more tricky, improving its baits and punishes. However, it has a decent amount of startup, making it risky to use at close range. Its side special, Confusion, is a command grab with a very large grabbox that doubles as a somewhat slow but very active reflector and can be used for combo setups, though alert opponents can react out of it before Mewtwo below a certain amount of damage.
Mewtwo's down special, Disable, is a risky option in most situations due to its start-up, high ending lag and its requirement that the opponent be within a very short distance away while also facing Mewtwo on the ground for it to work. However, if landed at mid to high percentages, it more often than not leads to a guaranteed stock by allowing Mewtwo to punish the opponent with any option that will KO, such as with Down Smash or a charged, upward-angled Forward Smash. It additionally has intangibility frames before the attack comes out, making it easier to beat out poor grounded approaches with while also ensuring that Mewtwo will not stun the opponent while simultaneously taking a hit, and serving as a very niche defensive option in the air.
Mewtwo also possesses a strong grab game. Its up throw and back throw are both among the strongest in the cast, while forward throw is excellent at racking up damage at low percentages and possibly killing near the ledge at higher percentages. Mewtwo's down throw has respectable combo potential: it can combo into upward angled forward tilt and up tilt (depending on the opponent's DI) at low percentages, and into forward aerial at medium percentages, with the latter also being a reliable KO combo on the majority of the cast at high percentages if they fail to DI properly. Mewtwo's grab range is only slightly above average which can sometimes hurt the utility of its throws in close-quarters combat or out of shield, but its dash grab is relatively quick and has great range due to Mewtwo's very fast dashing speed, making it useful as a surprise burst option.
Due to Mewtwo's varied attributes and special moves, its recovery potential is arguably the best in the game. Its combination of having the 3rd fastest air speed, the highest double jump in the game, low gravity and average falling speed give it great longevity and mobility off-stage. Teleport, its primary recovery move, covers a long distance and provides full intangibility and directional mobility, making it nearly impossible to edgeguard if Mewtwo chooses to teleport to the edge from above. Furthermore, two of its other special moves offer a form of assistance with recovery: a fully charged Shadow Ball's recoil can push Mewtwo back far enough to be a viable horizontal recovery option if aimed away from the stage, and Confusion can turn it around, temporarily stalls it in the air when used once and can be combined with the momentum from a rising double jump when used twice to go even higher. With these options, Mewtwo has many ways to mix up its recovery and get safely back on-stage, while still being able to punish reckless edgeguarders with its powerful and long ranged up and back aerials without losing recovery distance.
Mewtwo has surprisingly good range for a lightweight fighter. All of its smash attacks have disjointed hitboxes that allow them to beat out attacks safely; this is especially evident with up smash, as using it at the right time can prevent any stall-then-falls. Forward smash can be angled up or down to catch an airborne opponent or to edgeguard low recoveries, respectively. Mewtwo's tail attacks also offer excellent range, despite not being as disjointed. Its back aerial in particular offers very large coverage behind Mewtwo and can be used in decently quick succession, making it a useful walling tool against opponents with low range attacks. Its tilts also use its tail, so they have good range as well. Tying into this is its aforementioned mobility; Mewtwo's extremely fast horizontal movement speed grants it a very potent punishment game with its range, allowing it to bait approaches and easily punish them with its long-reaching moves.
To compensate for its large size, Mewtwo is granted with traits and unique defensive options that allow him to escape pressure. Its forward and back rolls have among the longest traveling distances in the game, making them deceptively effective for movement compared to those of other characters of similar size. Its edge attack has among the longest ranges out of the roster, allowing it to punish ledgetrapping attempts. All of its air dodges render it invisible; combined with its fast air speed and moderate air acceleration, Mewtwo can play mind games with its aerial drift while invisible. Offstage, Mewtwo's incredibly long-distanced recovery enables it to use air dodges and safely recover in situations when many other fighters wouldn't. In addition, using a neutral air dodge immediately after using Mewtwo's double jump causes it to immediately gain height while maintaining intangibility and invisibility, making it useful to mix up opponents in the air. Mewtwo's Teleport travels a significant distance and can be used very quickly out of shield (frame 9 intangibility) as a long-ranged evasive maneuver, allowing it to gain more favorable stage positioning and space from aggressive opponents – especially when teleporting off of platforms to avoid pressure. And though it is brief, Disable provides intangibility frames just before Mewtwo emits the light from its eyes, giving it niche defensive use with good timing even in the air where the projectile cannot be clanked with.
Despite Mewtwo's strengths, it has some noticeable weaknesses, the most glaring of which is its infamously poor endurance. Mewtwo's very light weight makes it easy to KO, while its tall frame, average falling speed and below average gravity make it easier to combo compared to other characters of its weight class. Furthermore, Mewtwo lacks an effective aerial move to disrupt combos, and an attempt to Teleport out of a combo can be interrupted due to its startup or punished due to its noticeable ending lag and momentum. And compared to all other characters in the game, Mewtwo is also unable to reliably double jump out of juggling pressure due to it taking a noticeable amount of time for his hurtbox to shift vertically. However, its aerial speed and recovery mix-ups can mitigate some of these shortcomings.
Although Mewtwo has a multitude of KO options, it often has trouble landing them due to it needing to safely approach the enemy. Up and back throw can be risky to attempt because of Mewtwo's aforementioned average grab range. Forward and down smash have slow start-up lag, whereas up smash has minimal horizontal range below its blast of dark energy and high ending lag (it can also unreliably connect due to some jostle animations). Forward aerial and Shadow Ball's KO potentials can be hindered via staleness because of their frequent usage in Mewtwo's combos and neutral game. Lastly, its frame data is slightly below-average, which makes its attacks even more prone to punishment if they are not spaced well and used intentionally. As a result, Mewtwo cannot effectively pressure through offensive means, yet needs to rely on its movement options and special moves to create openings from which it can proceed to punish the opponent. During Mewtwo's disadvantage state, it often cannot depend on its offensive options to relieve pressure, and instead must rely on evading and only attacking when necessary.
Overall, Mewtwo is a non-traditional glass cannon who falls under the category of the zoner archetype; it must play cautiously and aware so the opponent does not capitalize on its large hurtbox and light weight. However, this does not mean Mewtwo is forced to rely on turtling, as its outstanding mobility, excellent air game, and overall powerful moveset make it a force to be reckoned with. Instead, Mewtwo should be played very patiently by controlling space (zoning) as well as baiting and poking with Shadow Ball, its aerials and its movement.
As a result, Mewtwo is a character with a fairly high learning curve, as it has to capitalize on reads more often than not because of its frailty and susceptibility to pressure. While Mewtwo's moveset may not be as versatile as other characters, such as 's, it makes up for it with comparatively huge power and damage output. In short, Mewtwo has the attack power and range of an archetypal heavyweight, yet retains the combo game and mobility of a lightweight.
==Changes from Super Smash Bros. 4==
In the late metagame of SSB4, Mewtwo was ranked as a top tier character (specifically 10th out of 54), thanks to its combination of a potent neutral game, excellent mobility, a powerful projectile, and a dangerous combo game. Mewtwo has received a large mix of buffs and nerfs in its transition to Ultimate, but despite receiving more buffs than nerfs, the latter are especially more prevalent due to the weakening of its most useful options. Because of this, Mewtwo was greatly nerfed overall.
Mewtwo's largest direct nerf was to its hurtbox. Mewtwo has an additional hurtbox on its tail, which widens its hurtbox overall, making it even easier to hit and reducing the disjoint of its tail-based attacks. Considering Mewtwo is already one of the lightest characters in the game and many of its attacks utilize its long tail, this forces Mewtwo to be much more cautious with using its tail attacks, as trading with even a decently strong attack can prove fatal. Additionally, this now causes Mewtwo to be usually clipped by attacks during some situations (such as when turning around). Even after game updates later reduced its hurtbox sizes, it remains easy to hit. This worsens both its spacing and defensive game.
Mewtwo has also received many nerfs to its best moves, hindering both its previously strong neutral game and combo ability. Shadow Ball now deals less shield damage, making it less viable as a zoning and pressuring option from a distance. Neutral attack, as with most others, can no longer effectively jab cancel, removing its wide range of previously true followups; down tilt has more ending lag, which combined with the changes to knockback, impairs its combo potential and narrows Mewtwo's KO setups, especially into forward aerial. Neutral aerial has heavily increased ending lag, a shorter duration, and much smaller hitboxes, making it less viable for covering options and removing its aerial combo potential, limiting Mewtwo to land with the move and read the opponent's trajectory accordingly. Forward aerial is slightly slower and launches at a slightly lower angle, hindering its combo ability into itself and almost completely removing its ability to initiate a deadly wall of pain at low to medium percentages.
In terms of gameplay changes, the changes to air dodges in Ultimate have also hindered Mewtwo more so than any other character. Since air dodges can now only be utilized once before landing or getting hit, combined with them generally having more ending lag, this especially affects Mewtwo as it previously held the distinction of having the air dodge with the lowest ending lag out of the entire roster (allowing it to be spammed rather safely to play mindgames), which renders it even more susceptible to combos and juggling, given its large hurtbox for its weight class.
However, Mewtwo has received a multitude of buffs in the transition as well. Mewtwo's KO potential is considerably better and more consistent overall; moves like its neutral attack, forward tilt, dash attack and fully charged Shadow Ball deal more damage and knockback, with all of them now gaining KO potential at high percentages. Other attacks, such as Disable and its smash attacks, have noticeably increased range, allowing them to secure KOs more easily from deceptive ranges. Shadow Ball has also received a decrease in ending lag when uncharged, which coupled with its reduced ending lag makes it an even more versatile option. Mewtwo has also seen a slight weight increase, improving its endurance.
Most of the universal changes to gameplay mechanics have also benefited Mewtwo. Although the changes to air dodging mostly hamper it, they also make its edgeguarding game more potent, thanks to its quick air speed, large variety of aerial attacks, useful projectile, long double jump and powerful recovery. The universal increase in mobility and traction across the cast, the reintroduction of dash-dancing, and the expanded utility of dash-canceling each benefit Mewtwo, as it can now move around much quicker, occasionally play mindgames on its approach, and punish opponents easier both in the neutral game and out of shield; notably, the increase on its mobility has granted Shadow Ball a significant increase on its combo potential, with access to combos it previously didn't have. Finally, the near-universal reduction to landing lag has made Mewtwo's aerials safer on hit and opened some new combo routes due to its streamlined jumpsquat.
Overall, despite the improvements made to Mewtwo's mobility, endurance, KO power, and the distinct benefits it received from Ultimates mechanics, these changes do not completely compensate for the considerable nerfs it has received to its defensive potential, combo game, and hurtbox. Game updates have offered Mewtwo numerous buffs that have either helped alleviate some of its issues, improved its strengths, or fixed a few of its moveset's inconsistencies, though these haven't fully compensated for its more drastic issues. Because of this, Mewtwo is much less effective than it was in SSB4, retaining its reward but with its much further defined weaknesses impairing its effectiveness.
==Update history==
Mewtwo received a mix of buffs and nerfs via game updates, but was buffed significantly overall. Update 1.1.0 noticeably increased Disable's ending lag, which made it even riskier to use. Update 2.0.0 improved the consistency of both Teleport and forward tilt: the former enables Mewtwo to grab edges much more reliably, and the latter is more effective for spacing and KOing due to it launching opponents in front of Mewtwo exclusively instead of potentially behind it. However, this update also made dash attack much less safe on shield by noticeably decreasing its shieldstun multiplier.
Update 3.0.0 would then provide Mewtwo's first noteworthy changes: neutral attack has less start-up, up tilt has improved combo potential, forward smash has more range, forward tilt, up tilt and up aerial deal more damage, and Shadow Ball's already impressive power increased even further. Mewtwo's weight also increased slightly, although this is a fairly negligible improvement to its endurance. However, this same update also decreased Shadow Ball's shield damage output as part of a near-universal nerf to projectiles.
In update 4.0.0, Mewtwo's tail hurtbox was shrunken slightly, which made spacing with its tail attacks somewhat more effective. Additionally, some of its primary KO moves were improved, while Confusion's start-up, ending lag and reflection hitbox were each sped up by 2 frames. Update 7.0.0 buffed Mewtwo in a few minute ways. Its shield was enlarged as part of a near-universal buff, and its posture was altered while shielding, both of which make it less likely for it to be shield poked. Aside from these changes, down tilt's consistency was improved: it now reaches further into the plane of gameplay during its frame 6 hitbox, which prevents it from missing some characters entirely in certain situations.
However, update 8.0.0 granted Mewtwo arguably its most notable buffs. Shadow Ball, in particular, improved noticeably thanks to its decreased ending lag, faster traveling speed, and its uncharged version's higher damage output. Altogether, these buffs not only supplement its fully charged version's KO potential, but also made its uncharged version significantly better for both spacing and set-ups. Although somewhat less impactful than Shadow Ball's buffs, down throw's decreased ending lag is nevertheless noteworthy, as it has been repurposed from Mewtwo's least useful move into a decent combo starter that even possesses a KO combo (albeit one that is heavily dependent on DI)Mewtwo Changes Patch 8.0.0 into forward aerial at high percentages.
Aside from these buffs, back and up aerials were strengthened, improving their already above-average KO potentials at the cost of slightly worsening their combo potentials. Teleport's landing lag was decreased significantly, which makes Mewtwo less vulnerable when it Teleports directly on-stage in order to recover, escape pressure, or play mindgames. Like a few other characters, Mewtwo's pummel was also enlarged and repositioned to improve its consistency. Lastly, update 13.0.1 increased the damage outputs of both forward tilt and forward throw. As a result, the former's KO potential was improved even further when sweetspotted and it is safer on hit overall, whereas the latter is now the most damaging throw of its kind by default.
Overall, Mewtwo fares significantly better than it did at the launch of Ultimate, thanks to its buffs noticeably expanding the utility of its moveset (particularly Shadow Ball, Confusion, Teleport and down throw) as well as strengthening its already impressive overall power.
 
 
 
 
 
 
 
==Moveset==
*Mewtwo has a special double jump that propels it in a floatier, curved trajectory with significantly more height. This trait is shared with , , , and . The upward momentum of Mewtwo's double jump can be canceled by inputting a special move or throwing an item.
*Mewtwo can wall jump.
*The inner hitboxes of Mewtwo's tail attacks deal more damage and knockback than the outer hitboxes.
For a gallery of Mewtwo's hitboxes, see here.
===Stats===
===Announcer call===
Mewtwo English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
===On-screen appearance===
*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.
MewtwoOnScreenAppearanceSSBU.gif|Mewtwo's on-screen appearance
===Taunts===
*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 and '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.
SSBUMewtwoTaunt1.gif|Mewtwo's up taunt.
SSBUMewtwoTaunt2.gif|Mewtwo's side taunt.
SSBUMewtwoTaunt3.gif|Mewtwo's down taunt.
===Idle poses===
*Crosses its arms and then moves them outward.
*Holds out one hand in front of itself.
SSBUMewtwoIdle1.gif|Mewtwo's first idle pose.
SSBUMewtwoIdle2.gif|Mewtwo's second idle pose.
===Crowd cheer===
 	Cheer (English)	Cheer (Japanese/Chinese)	Cheer (German/Italian) 	Cheer (Dutch)	Cheer (French)
Cheer 	 	 	 	 	
Description	Mewwww-two! 	Mewwww-two! 	Mewwww-two! *claps 3 times*	Mewwww-two! 	Allez Mew - two!
 	Cheer (Spanish)	Cheer (Russian)	Cheer (Korean)
Cheer 	 	 	
Description	Mewwww-two! 	Mew -- two! 	Mew - two!
===Victory poses===
*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 "", 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 "", 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 "", which translates to "Foolish!"
MewtwoVictoryPose1SSBU.gif
MewtwoVictoryPose2SSBU.gif
MewtwoVictoryPose3SSBU.gif
==In competitive play==
===Most historically significant players===
See also: :Category:Mewtwo players (SSBU)
* - Although his results have been limited to his region and is mixed with other characters such as and , he has placed top 16 consistently in his region while using Mewtwo. He also has solid results at majors, placing 33rd at both and primarily using Mewtwo.
* - Although he was really only active in the first few months of the competitive scene, he was the best Mewtwo player in the early metagame. He placed 9th at , 17th at , and 33rd at , which were results that only WaDi has been able to replicate since. Despite his early hiatus, he was ranked in the Area 51 position on the Spring 2019 PGRU. He continued to attend local events and a few out-of-region events where he played before eventually retiring for good right before the pandemic.
* - The best Mewtwo player of all-time, although his results with Mewtwo were often complemented by or his secondaries. His run to 7th at marks the highest placement for Mewtwo at a major where Mewtwo was used to win more than one set. In addition, he has placed 9th at both and using Mewtwo to defeat in the former and in the latter. He has since left competitive play due to sexual misconduct allegations.
===Tier placement and history===
Initially, the community's perception on Mewtwo was better than in Super Smash Bros. 4, where it was widely considered a top tier character due to Mewtwo's improved KO power, its endurance (its main weakness) being seemingly toned down thanks to increased weight, and benefits from the universal mobility changes. As such, many players believed Mewtwo would become a high tier character or even reassert itself as a top tier character, with the potential to be one of the best characters in the game. This initial opinion didn't stick, however, as Mewtwo's flaws became more prominent. Most notoriously, Mewtwo's extended tail hurtbox caused it to be clipped by many attacks from a noticeable range. Additionally, its disadvantage state has been significantly nerfed due to its larger hurtbox and the changes to air dodging. Due to these nerfs, Mewtwo had little impact in Ultimates early metagame, with most of Mewtwo's playerbase from SSB4 dropping it in favor of other characters. Although saw initial success with the character, he would also eventually drop the character, leaving Mewtwo with no high-level representation.
Game updates addressed some of Mewtwo's biggest flaws to varying degrees, and dedicated mains such as and began to gather respectable placements online. In addition, Mewtwo received meaningful buffs during the COVID-19 pandemic, and saw online success from players such as and . Because of these occurrences, Mewtwo's perception started to rise, as many players held hope for the character and considered it to have potential to be a strong upper mid-tier character at the time. However, following the return of offline competitive play, Mewtwo's results would continue to remain sparse, with WaDi being the only player who consistently saw respectable placements with the character, and even then his results with Mewtwo were often complemented with other characters. With Mewtwo having absolutely no notable reputation in tournaments following WaDi's ban as well as its weaknesses becoming further and further pronounced as the meta continued to develop, opinions of the character sank. The current perception on Mewtwo holds that it is a low tier or a lower mid tier at best.
As it stands, collective opinions on Mewtwo are largely negative, resulting in a much worse reputation than it had in its SSB4 days, and it ranks 66th on the current tier list, at the top of the D+ Tier.
==: Psychic Control==
Aside from Round 1, Mewtwo is allied with opponents it fought in previous Rounds under the premise that its teammates are under its mental control. These teammates typically represent characters that have been brainwashed in their respective home series.
Round 	Opponent 	Stage 	Music 	Notes
1 	and 	Fourside 	 	Both characters use PSI attacks, which are similar to Mewtwo's psychic powers. Mewtwo itself is also similar to /Giegue as he appears in .
2 	 	Midgar 	 	Lucas is a CPU ally. His costume is based on the , a form his twin brother, , assumed upon being brainwashed by in Mother 3.
3 	and 	Suzaku Castle 	 	Cloud is a CPU ally. Cloud was brainwashed briefly by Sephiroth in Final Fantasy VII.
4 	 	Dracula's Castle 	 	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 	and 	Skyworld 	 	Richter is a CPU ally. Richter was brainwashed by Shaft in Castlevania: Symphony of the Night.
6 	, , , and 	Kalos Pokémon League	 	Pit is a CPU ally. Pit lost control of his body due to the sealing his soul into a ring in Kid Icarus: Uprising.
Bonus Stage	Bonus Stage	Bonus Stage 	Bonus Stage	Bonus Stage
Final 	and 	 	 	Pikachu is a CPU ally. was cloned by Mewtwo in Pokémon: The First Movie, and was mind controlled by a Drowzee in the anime episode Pikachu Re-Volts.
Note: Each round uses a track taken from the series fought in the previous Round.
Note 2: Items are disabled in Round 3.
Credits roll after completing Classic Mode. Completing it as Mewtwo has accompany the credits.
==Role in World of Light==
Mewtwo was among the fighters that were summoned to fight the army of Master Hands.
During the opening cutscene, Mewtwo was present on the cliffside when Galeem unleashed his beams of light. Mewtwo and attempted to reflect the beams using Confusion and Nayru's Love, respectively. However, their efforts failed, with both being vaporized and placed under Galeem's imprisonment, along with the rest of the fighters (excluding ).
Mewtwo was one of the many fighters that fell under Dharkon's control upon Galeem's first defeat. It can be found in the Mysterious Dimension sub-area, where its location will be accessed during the quiz segment asking which spirit cannot be inhaled by Kirby (the answer for Mewtwo being Whispy Woods).
===Fighter Battle===
No.	Image	Name 	Type	Power 	Stage 	Music
24 	 	Mewtwo	 	12,000	Spear Pillar (Ω form)	
==Spirits==
Mewtwo's fighter spirit can be obtained by completing as Mewtwo. It is also available periodically for purchase in the shop for 300 Gold, but only after Mewtwo has been unlocked. Unlocking Mewtwo in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Its fighter spirit has an alternate version that replaces it with its artwork in Ultimate.
Additionally, one of Mewtwo's Mega Evolutions, Mega Mewtwo Y, appears as a primary spirit.
SSBU spirit Mewtwo.png|411. Mewtwo
SSBU spirit Mega Mewtwo Y.png|464. Mega Mewtwo Y
==In Spirit Battles==
===As the main opponent===
Spirit	Spirit	Spirit 	Spirit 	Battle parameters	Battle parameters	Battle parameters 	Battle parameters 	Battle parameters 	Battle parameters	Battle parameters 	Inspiration
No. 	Image 	Name 	Series 	Enemy Fighter(s) 	Type 	Power 	Stage 	Rules 	Conditions 	Music 	Character
204 	 	The Legend of Zelda Series	• Team ×4 (50 HP) 	 	2,100 	Hyrule Castle (Battlefield form) 	N/A 	•The enemy has super armor but moves slower•Stamina battle•The enemy favors down specials 	 	 	
436 	 	Pokémon Series 	• 	 	2,000 	Saffron City 	N/A 	•Timed battle (1:00)•Only certain Pokémon will emerge from Poké Balls (Abra) 	 	 	
464 	 	Pokémon Series 	• 	 	9,500 	Spear Pillar (hazards off) 	•Sudden Final Smash 	•The enemy will suddenly have a Final Smash 	 	 	
465 	 	Pokémon Series 	• 	 	13,900 	 	•Invisibility•Hazard: Fog 	•The stage is covered in fog•Timed battle (1:30)•The enemy is invisible after a little while 	 	 	
486 	 	Pokémon Series 	• 	 	13,600 	Garden of Hope (Battlefield form) 	•Flowery•Hazard: Fog 	•The stage is covered in fog•You constantly take minor damage•The enemy heals over time 	 	 	
491 	 	Pokémon Series 	• 	 	4,200 	Kalos Pokémon League (Flood Chamber only)	•Defense ↑ 	•Timed battle (1:30)•The enemy has increased defense•The enemy shields often 	 	 	
502 	 	Pokémon Series 	• 	 	13,300 	Mario Galaxy (Battlefield form) 	•Attack Power ↑ 	•The enemy has increased attack power•Only certain Pokémon will emerge from Poké Balls (Deoxys) 	 	 	
508 	 	Pokémon Series 	•Tiny 	 	9,000 	Spear Pillar (Battlefield form) 	•Health Recovery 	•The enemy's special moves have increased power•The enemy is healed when the enemy's at high damage 	 	Uxie (yellow costume)Mesprit (pink costume)Azelf (blue costume)	
510 	 	Pokémon Series 	• 	 	9,400 	Spear Pillar (Palkia only) 	•Hazard: Left Is Right, Right Is Left 	•Left and right controls will suddenly reverse after a little while 	 	 	
560 	 	Pokémon Series 	•Gold (160 HP) 	 	9,400 	Spear Pillar (hazards off) 	•Giant 	•The enemy is giant when the enemy's at high damage•The enemy's special moves have increased power•Stamina battle 	 	Ultra Necrozma 	
737 	 	WarioWare Series 	• 	 	3,700 	Balloon Fight (Battlefield form) 	•Assist Trophy Enemies (Starman) 	•Hostile assist trophies will appear•The enemy deals damage when falling•The enemy has increased jump power 	 	 	
1,022 	 	Bayonetta Series 	• Team ×4 	 	1,900 	Umbra Clock Tower 	N/A 	•The enemy's physical attacks have increased power•The enemy starts the battle with a Rocket Belt 	 	 	
1,281 	 	Ever Oasis 	• 	 	9,200 	Mushroom Kingdom II 	•Flowery 	•You constantly take minor damage•The enemy's FS Meter charges quickly 	 	 	
1,400 	 	Cuphead 	•Giant 	 	4,000 	Castle Siege (Underground Cavern) 	•Attack Power ↑•Assist Trophy Enemies (Bomberman) 	•Hostile assist trophies will appear after a little while•The enemy has increased attack power when the enemy's at high damage•The enemy starts the battle with a Death's Scythe	 	 	
1,400 	 	Cuphead 	•Giant 	 	4,000 	Castle Siege (Underground Cavern) 	•Attack Power ↑•Assist Trophy Enemies (Bomberman) 	•Hostile assist trophies will appear after a little while•The enemy has increased attack power when the enemy's at high damage•The enemy starts the battle with a Death's Scythe	 	 	
1,496 	 	No More Heroes Series 	• 	 	9,400 	 	•Assist Trophy Enemies (Ghirahim)•Item: Black Hole	•Hostile assist trophies will appear when the enemy's at high damage•Only certain Pokémon will emerge from Poké Balls (Deoxys) 	 	 	
1,514 	 	The Legend of Zelda Series	• (100 HP)• (70 HP)•Giant (70 HP)• (60 HP)• (60 HP)• (60 HP)• (60 HP)	 	13,000 	Temple (Battlefield form) 	N/A 	•Stamina battle•The enemy favors neutral specials•Reinforcements will appear after an enemy is KO'd 	 	 	
===As a minion===
Spirit	Spirit	Spirit 	Spirit 	Battle parameters	Battle parameters	Battle parameters	Battle parameters	Battle parameters 	Battle parameters	Battle parameters 	Inspiration
No. 	Image 	Name 	Series 	Enemy Fighter(s) 	Type 	Power 	Stage 	Rules 	Conditions 	Music 	Character
1,068 	 	Castlevania Series 	• •Tiny ×5	 	3,600 	Dracula's Castle 	•Move Speed ↓ 	•You have reduced move speed after a little while•The enemy falls slowly•Defeat an army of fighters 	 	Medusa Head's snakes	
1,148 	 	Trade & Battle: Card Hero Series	• • • • 	 	1,700 	Pokémon Stadium 2	•Move Speed ↓ 	•Defeat the main fighter to win•The enemy's melee weapons have increased power•Reinforcements will appear during the battle	 	Zombie 	
This alternative occurs when the corresponding DLC has been purchased and downloaded.
==Alternate costumes==
							
							
==Gallery==
Pokémon Smash Bros.png|Artwork of all the playable Pokémon and Poké Ball Pokémon, as posted by the official Pokémon Twitter account.
SSBU Mewtwo Number.png|Mewtwo's fighter card.
Mewtwo unlock notice SSBU.jpg|Mewtwo's unlock notice.
SSBUWebsiteMewtwo1.jpg|Mewtwo idling on Wily Castle.
SSBUWebsiteMewtwo2.jpg|Taunting on Lylat Cruise.
SSBUWebsiteMewtwo3.jpg|Using Shadow Ball on Spirit Train.
SSBUWebsiteMewtwo4.jpg|Taunting with and on Coliseum.
SSBUWebsiteMewtwo5.jpg|Using Disable on on Pokémon Stadium.
SSBUWebsiteMewtwo6.jpg|Alongside 3 Pikmin on Onett.
SSBUWebsitePichu3.jpg|Alongside on Spear Pillar.
===Fighter Showcase Video===
==Trivia==
*The pose that Mewtwo assumes in its render for Super Smash Bros. Ultimate is almost identical to the pose it assumes while using Disable.
**Its render pose also resembles its for Pokémon FireRed and LeafGreen Versions, albeit with Mewtwo's hands and legs positioned slightly differently.
*Mewtwo's confirmation as a fighter in Ultimate marked the first time that Pikachu was not the first playable Pokémon to be announced as a part of the roster.
*Mewtwo was the last non-DLC character added to the Super Smash Bros. Blog.
**However, due to 's blog page only being available on Asian websites until December 7th, Mr. Game & Watch was the last character added to the blog on non-Asian websites.
*Mewtwo is the only character whose victory grunts/laughter are omitted from the English Sound Test.
**Additionally, if Ultimates language is currently set to either Spanish, German, Dutch or Russian, Mewtwo will be mute during its victory poses. This is due to Ultimate incorrectly loading up its voice clips from the Japanese version, which are not present in the international versions.
*Mewtwo, and are the only fighters whose Classic Mode routes center around protagonists and heroes for opponents. All of these fighters face heroes/protagonists from their own home series.
**Similarly to Dark Samus, Mewtwo's teammates are based on the premise of them being brainwashed to fight other opponents for its Classic Mode route, thus making Mewtwo's route an inverse of 's.
*There is currently a positioning glitch when Mewtwo performs an air dodge when it is facing left. It will be facing away from the screen when disappearing and reappearing.
*Mewtwo is the only fighter who can stun other fighters in Ultimate without the use of items or breaking shields.
*Mewtwo, , and are the only fighters to speak Japanese in at least 1 version of Ultimate to never speak in English in any version of the game.
**Out of those fighters, Mewtwo is the only one who is a first-party character and not property of Square Enix.
**Coincidentally, all of these fighters have been available via downloadable content at one point.
*While Mewtwo is being attacked by via Pikmin Throw, poisoned or cursed, its eyes turn green just like when it uses Disable. Unlike Disable, Mewtwo's eyes remain green until the Pikmin falls off or the aforementioned effects wear off.
*Mewtwo's Classic Mode route is the only one that features music that is neither from the stage's home series nor that of the played fighter's universe. Instead, the music is from the ally's home series, with the exceptions being Round 1 (which has no allies) and the Final Round (which features Mewtwo and Pikachu, both of whom are from the series).
*Datamining Mewtwo's sound files revealed that its defeated voice clip when KO'd by reaching 0 HP during its final stock in Stamina Mode has a "Japanese" variant, much like its victorious voice clips. However, the clip is otherwise identical to the "international" variant.
*Mewtwo is the only playable Pokémon in Ultimate whose special moveset contains more than 4 moves from the Pokémon .
*Mewtwo's shielding sound effect plays one frame earlier that everyone else's.
==References==
 
Category:Pokémon (SSBU)
Category:Spirits
es:Mewtwo (SSBU)