24 Mewtwo

First appearance :
Pokemon Red and Blue (1996 - GameBoy)

Mewtwo is a character who will deal massive damages in order to quickly kill his opponents, while being very vulnerable. This archetype is called a “glass canon”, which needs you to play offensively : taking high risks to gain high rewards !

Caracteristics

 

Strengths

  • Excellent edgeguard
  • Excellent killpower
  • Great range
  • Decent recovery
 

Weaknesses

  • Combo food
  • Light weight
  • Hard to play with
  • Hard to land on the ground

Matchups

Favourable

  • icône de rondoudou
  • icône de roi-dadidou
  • icône de bowser-jr
Too slow
  • icône de king-k-rool
  • icône de simon
  • icône de richter
Easy to edgeguard

Unfavourable

  • icône de fox
  • icône de falco
  • icône de wolf
Combo and recovery
  • icône de palutena
  • icône de shulk
Better in the air
  • icône de link
Projectiles and aerials  

Stages

Favourable

  • Big stage and close lateral blastzone
  • Great freedom of movement

Unfavourable

  • The slopes bother the Neutral B
 

Skills

Pro Tips

Features

coup spécial de Mewtwo coup spécial de Mewtwo

Mewtwo owns some interesting specials. The side B can reflect projectiles and ignores the shield if Mewtwo is close enough while the Down B can be used to paralyze opponents if only three conditions are reunited: if your enemy is watching you, on the ground and close enough, he will be stunned for several seconds, letting you enough time to deal massive damages. However, Down B being a projectile, it can be deflected, stunning Mewtwo instead, letting the Pokémon totally vulnerable to his enemies.

Best moves

  • NEUTRAL B

    It's an excellent tool to pressure your opponent while conditioning him to act in a predictable way in order to punish him, at the edge of the stage or at the ledge. This move is useful to cover landings or to ledgetrap. This quite fast move is also dealing huge damages. The projectile, loaded or not, is useful: In one hand, the non-loaded sphere is a great poke tool and in the other hand, the loaded one will push your opponent to make mistakes.

  • DOWN TILT

    It's Mewtwo's fastest tilt, active at frame 6 with a decent range, allowing Mewtwo to space it enough not to be punished on a shield. Down tilt for sure is his best grounded move. More than that, it can be followed by a Forward air or a neutral air and can even 2-frames (but the Down smash is better for that part).

  • FORWARD AIR

    The Forward air is a very useful move in Mewtwo's arsenal because it's his most Safe On Shield attack. More than that, this moves deals many damages, can be followed by a forward air or an other attack, in order to pressur the opponent's shield. Besides it can kill pretty early ! It's the main aerial to use in a neutral phase to quickly put your enemy in an edgeguard phase.

  • NEUTRAL AIR

    It's Mewtwo's most interesting tool to start a combo, having the ability to dragdown his enemy and to lead to a confirm no matter what the ejection angle is. The neutral air is often used to catch someone in the air or just to edgeguard. As a mutihit, it's also a very great tool to pressure his enemy's shield or if the opponent is on a platfrom.

  • SIDE B

    The side B is both a reflector and a command grab, which can lead to a combo or even a kill. A very useful move against shields but which needs to be landed close enough to be effective.

  • DOWN B

    The Down B is also interesting thanks to the ability of stunning to opponent your enemy at a decent distance. It also starts to be active at frame 6 while Mewtwo is invincible until the projectile goes out. An useful move to punish grabs.

  • Contextual Options

    Quick Moves

    Safe on Shield

    OOS Options

    Jab

    Down Tilt

    Neutral Air, Forward Air

    Charged Neutral B

    Forward Air

    Up Air

    Up Smash

    Neutral Air, Forward Air

    Up Air

     

    Before leaving

    Last tips

    Mewtwo's counter attack

    Knowing that Mewtwo is a lightweight character, you need to avoid being too aggressive or to rushdown in a neutral or a disadvantage phase. Even if Mewtwo has safe aerials, he can get in trouble very fast. In fact, you should better play defensively and use a bait and punish style, using the neutral B and mastering the neutral air (one of his best aerials options).

    Like the Fuji mountain

    Don't use your Shadowball too fast, the neutral B, when you managed to fully load it. You should know that it's both a pressure and a conditioning tool and that wasting the Neutral B too fast is not recommanded, especially if the enemy has a reflector. While talking about reflectors, Down B can be deflected too, so don't use it too much.

    Just one Mew's clone

    Take care not to always play in the air while always using your double jump. When the double jump is used, Mewtwo can quickly find himself very high in the air and because of Mewtwo's hitbox, he will struggle a lot to land on the ground again without being juggled.

    In a nutshell

    Mewtwo is a character who deals massive and has a huge KO potential, but the counterpart is that he is so light-weighted that he can get ejected as quickly as his enemies. The best part playing him is the risk that you take by using him, knowing that none other character plays the same way. Mewtwo is big but floaty with a strong mobility, creating a curious mix between different characters. His arsenal is also very abundant: he has a projectile, a reflector, a stunning attack, in a nutshell a fully character that still requires a big training to start having good results and to master him.

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