In this Super Smash Bros. Ultimate Mewtwo Guide, we will guide you on how to play if you choose Mewtwo as your character of choice in a fight. We will highlight all the moves that are specific to Mewtwo, plus it’s defending moves, special moves and it’s final smash. In addition, this guide will also give you a better understanding of it’s moves, for if you find yourself fighting against Mewtwo.
This guide will focus on Mewtwo’s attacks like neutral attacks, special attacks, and grounded attacks. We will also detailed the amount of damage each attack deals to an opponent. In the end, we will finish off with what it’s final smash looks like and what it does to your foe.
Super Smash Bros. Ultimate Mewtwo Guide
Below we have listed all the attacks that are specific and special to Mewtwo. Refer to each attack for a better understanding of how Mewtwo combats in the stage.
Introduction
Mewtwo comes from the Pokemon world, and is a skill intensive fighter to play and master, especially when it comes to execution and survivability. However, it comes with one of the best chargeable projectile in the game with its netural special, and incredible aerial mobility.
In addition, Mewtwo has powerful high damage combos, while also have one of the best dodges in the game, in which it immediately teleports around the opponent’s attacks. While her teleports leave her vulnerable to retaliatory attacks, opponents are still left guessing where it will reappear.
Mewtwo being a relatively large target, it is light and floaty fighter with a slow double jump and slow fall speed, so it’s highly susceptible to certain setups and mix-ups
Grounded Attacks
This section of the guide contains all the grounded attacks that Mewtwo can perform while on the stage.
Neutral Attacks
Mewtwo has two netural attacks. The first one deals 3 damage, where Mewtwo extends its palm and sends out a pulsatile attack, which follows up with an emission of several energy strikes before finishing the combo with an upward moon shaped claw slash, knocking enemies away. This second attack deals 0.8xN, 2.5 damage.
Dash Attack
This attack deals 12 damage, where Mewtwo uses its flight momentum to extend a mass of dark energy before itself that launches opponents high up and away.
It is best used for chasing down opponents and punishing them with missed grabs and high lag maneuvers. Since it launches opponents high up, it does not set you up for combos.
Smashes
Mewtwo has three smash attacks.
Side Smash
This attack deals 20 damage, where Mewtwo does a kind of Ryu’s Hadoken. Clasping hands together to unleash a powerful energy blast towards the opponent.
Up Smash
This attack deals 2×3, 10.1 damage, where Mewtwo This attack deals 20 damage, where Mewtwo quickly thrusts its arm into the air, conjuring a swirl of dark energy that devastates and pounds the opponent for several hits before knocking them away.
This is a high risk attack, that should be reserved as a defensive counter attack, or high damage combos
Down Smash
This attack deals 16 damage, where Mewtwo produces a massive blast directed at the ground and front of it, sending enemies flying afar. This attack is slow to begin with but is less risky than the Up smash, and that is because it has less end lag, especially at maximum range. This attack is best used when punishing opponents that are recovering at the ledge to get back at the stage.
Defensive Attacks
Mewtwo has three Defensive attacks. The first is the Ledge attack that deals 9 damage, the second is the Faceup Wake-up attack that deals 7 damage, while the Facedown Wake-up attack also deals 7 damage.
Tilts
Mewtwo has three Tilt Attacks.
Side Tilt
This attack deals 10 damage, where Mewtwo lashed out with its tail like a whip, swinging at opponents and to send them flying off the stage. This attack can be adjusted up or down depending on where the enemy is located.
Up Tilt
This attack deals 6 damage, where Mewtwo uses a telekinetic somersault attack with its tail over a large area, arcing from the front and over its body and ending behind it. This attack is a typical anti-air, with potential of following up with combos.
Down Tilt
This attack deals 5 damage, where Mewtwo crouches in a low profile stance and then sweeps the enemy of their feet. This attack is best used to stop enemy attacking, deterring approaching enemies and knocking them up into combos, followed by many other attacks of your choice.
Grabs
Mewtwo has 5 Grab attacks. The first Grab attack deals 1.3 damage. The Front and Back Grabs deal 13 and 10 damage respectively. Finally the Up Throw deals 12, while the Down Throw deals 9 damage.
Mewtwo uses its telekinesis to subdue its enemy. Mewtwo’s grab attack is a telekinetic squeeze that starts somewhat slow and offers moderate reach. Its forward throw is a high-damage, multi-hit attack, with Mewtwo levitating the enemy and hurling several Shadow Balls at them, which can potentially hit other foes. Mewtwo’s back throw is a simple disregardful toss that deals high damage, potentially knocking out high-damage foes. For its down throw, Mewtwo slams and pins its victim into the ground, then whips its tail down, launching the enemy up into the air for a potential air mix-up follow-up.
Mewtwo’s up throw is one of its best options for knocking out enemies at high percentages, especially if you’ve conditioned your opponent into shielding your oppressive Shadow Ball and down tilt pressure. However, it’s not as effective for racking up damage since the knock-up and launcher-type throws don’t provide enough tumbling hitstun in most cases.
Aerial Attacks
This section of the guide will cover all the Aerial attacks that Mewtwo has.
Neutral Air Attack
This attack deals 1.6×5, 4 damage, where Mewtwo surges its body to emit a pulsating electric current, that shocks nearby opponents several times before it launches them away with a final shock blast.
This is great to guard the edge when an opponent tries to get back up, with this attack you can guarantee that they never come back and head for a knock out.
Forward Air Attack
This attack deals 13 damage, where Mewtwo jumps into the air and delivers a short dark energy slap in front that blasts opponents away. This attack has a decent amount of damage and shield damage. This is great to keep foes away from you and when you need a little space if they are closing in.
Back Air Attack
This attack deals 13 damage, where Mewtwo attacks behind its shoulder by whipping its tail into an upward arc, slapping enemies away. This attack is for when enemies are creeping behind and you want your space cleared.
The only disadvantage this has over the forward air attack is that it is slow, and is not as safe. However, it does offer a large hit area, and can open up juggle opportunities for a combo attack to be followed up.
Up Air Attack
This attack deals 11 damage, where Mewtwo jumps into a backflip somersault with its tail extended that knocks opponents and leaving them open to more combos or follow up attacks.
Down Air Attack
This attack deals 15 damage, where Mewtwo fires a bolt of dark energy from the sky to fall directly below. As it crashes, it creates a meteor smash effect on enemies that are hit by its force.
This attack is a combo starter, but it is a risky move compared to other air attacks. However, this attack can be best used to knock down opponents over ledges.
Special Moves
Mewtwo has 4 special moves. All of them are detailed below.
Neutral Special – Shadow Ball
This attack deals 2.5 (25 max charge) damage, where Mewtwo summons a mass of dark energy by cupping its hands. The projectile then speeds along the ground and dealing damage to anyone that it hits.
This is one of the best projectiles in the game and your primary game plan with Mewtwo should revolve around keeping a distance and producing this projectile attack continuous against opponents.
Aerial Shadow Ball charge can be canceled by double jump, air dodge, or by releasing it. As an edge-guarding attack, you can throw out quick-released Shadow Balls, baiting out an air dodge, which you can then punish. It’s also incredibly strong as an anti-ledge-grab attack. With proper spacing against a ledge-grabbing opponent, charge up your Shadow Ball and release it to hit them off the ledge as their invulnerability ends.
Side Special – Confusion
This attack deals 9 reflected, and 1.4x damage, where Mewtwo suspends victims helplessly with its psychic powers, and this energy field can also reflect enemy projectiles as well.
If you successfully grab an enemy with Confusion, they will be suspended in the air for a brief period. However, during this you cannot go for any combo attack, which is where it is best to be used on the ledge, once an opponent tries to get back.
Up Special – Teleport
Mewtwo can instantly teleport to any location with this special. The directions where you can teleport Mewtwo are up-left, up, up-right, left, right, down-left, and down-right.
This attack is a defensive tool that is used to escape overwhelming situations and attacks. This versatile maneuver is very effect, and is less punishable especially against inexperienced fighters.
As with most recovery specials, you’re left vulnerable once you use your double jump and Teleport, so be careful not to be too predictable near ledges or while trying to touch the ground after being launched. Teleporting directly to a ledge is relatively safe since you’re intangible up until the point you grab on to the ledge. However, sharp opponents can punish you just as you grip the edge.
Down Special –Disable
This attack deals 1 damage, where Mewtwo stares into the eyes of the opponent to daze them out, which in turn makes them unable to act.
Disable is a unique attack with heavy drawbacks, but offers an incredible payoff on hit. It’s limited in range and only connects if the opponent is facing you, and it can be shielded. If the opponent is facing away from you, the projectile is completely ignored. Furthermore, it doesn’t stun airborne enemies. On hit, Disable temporarily stuns the target, with its stun duration directly correlated with the target’s damage count.
Final Smash – Psystrike
This is the final smash of Mewtwo where it first evolves into Mewtwo Y and then fires a projectile that freezes and launches every opponent that is hit with it. The projectile is able to travel through all surfaces, which makes sure it hits anything that is in its path.
For other characters, check out our Super Smash Bros. Ultimate Characters Guide.
Read more Super Smash Bros. Ultimate Guides.
- Super Smash Bros. Ultimate – Beginners Guide
- Super Smash Bros Ultimate Assist Trophies Guides
- Super Smash Bros. Ultimate Items Guide
- Super Smash Bros. Ultimate – How to Unlock Characters Quickly
- Super Smash Bros Ultimate Poke Balls & Master Balls Guide
This concludes our Super Smash Bros. Ultimate Mewtwo Guide. If you want to add anything to this guide, feel free to use the comments section below.