SSBU/Mewtwo/Matchups

This page includes write ups and various other notes from various Mewtwo players. The names of who wrote the matchup write up will be listed.

Aegis (Pyra/Mythra)
To the top of the page From TechnoPuff: Definitely hard winning for the bae-blades. While this matchup is really bad on paper, I actually don't have to bad of a time with it, but I'm likely biased because it's my most played matchup by far.

Pyra
From TechnoPuff: The big strong sword woman is very scary. That's about all this MU boils down to. Tail moments can and will happen frequently here, and Pyra lets her be so comically ignorant you'll want to tear your tail out. You do have some positve aspects though. Pyra has poor disadvantage when you're right in her face and during combo situations. Reflecting is difficult and must be done as a read, but will give you crazy combos and make you feel like a god. Furthermore, Pyra is very easy to edgeguard, so abuse that. You do have to be wary of stalling offstage and recovering predictably against Pyra, as she can easily shut you down offstage with her fast and massive, and her can very easily 2-frame you or shut down sharking attempts.

Mythra
From TechnoPuff: Hoo boy, Mythra... basically everything she has just destroys Mewtwo, with your only consolation being that she has to switch to a slightly better matchup to KO you really early a lot of the time. She's got it all: a sword, amazing frame data that Mewtwo can't punish, extended combos made easier by Mewtwo's large frame, oppressive advantage and neutral, great disadvantage, Foresight which invaliditates certain combos... Honestly, the 'weakness' of Mythra's struggle to secure KOs is much less prevalent against a character like Mewtwo, and a smart Pythra player, who's likely just more comfortable with Mythra anyways, will just stick with her against you for the whole match to eventually secure their stocks with her smash attacks or, and there's not much you can do about it.

Banjo & Kazooie
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Bayonetta
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Belmonts (Simon & Richter)
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Bowser
To the top of the page From TechnoPuff: This matchup goes both ways. On one hand, Bowser can absolutely slaughter you with nearly any hit, has massive hitboxes to back it up and has an amazing OOS option in. On the other, Mewtwo edgeguards him easily, controls neutral very well and can keep him in advantage for a very long time, not to mention Mewtwo can actually KO bowser fairly consistently despite his weight. Just be wary of him in general and avoid using due to Bowser's Tough Guy mechanic, and you can pull through.

Bowser Jr.
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Byleth
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Captain Falcon
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Chrom
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Cloud
To the top of the page From TechnoPuff: big sword hurt a lot, edgeguard good

Corrin
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Diddy Kong
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Donkey Kong
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Dr. Mario
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Duck Hunt
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Falco
To the top of the page From TechnoPuff: Mewtwo heavily dislikes this MU, as many of Falco's moves and aspects don't bode well. Falco's infamous advantage and combo game is even more prominent against Mewtwo, due to their large frame and poor disadvantage, which combines with Mewtwo's featherweight to allow Falco to have an extremely easy time KOing Mewtwo with his many kill confirms. Falco's extreme vertical mobility also cannot be remedied with Mewtwo's committal and long double jump. Furthermore, Mewtwo has a difficult time playing around many of Falco's individual moves. Falco's massive can swat Mewtwo's out of the air extremely easily and lead into a devastating combo/kill confirm, often catching the tail hurtbox even when specifically trying to avoid the move. seems tailor-made for disrupting Mewtwo from neutral, halting Mewtwo in their tracks when trying to approach or charge a Shadow Ball, and is difficult/not worth it to reflect with Confusion. Even if Mewtwo is able to gain Shadow Ball charge, they still have a difficult time threatening Falco with it due to frame 1 reflecting properties, forcing Mewtwo to nearly forego using higher charged Shadow Balls in fear of getting instantly reflected. Mewtwo also has a difficult time contesting Falco's long lasting aerials in air-air situations, and them being fairly unsafe on shield is a moot point against Mewtwo's poor OOS options. Luckily it's not all bad. Mewtwo has a much, much easier time edgeguarding Falco than the other way around, and Mewtwo can just as easily keep Falco in disadvantage for long periods of time, although Falco can easily escape more committal options with or a fastfall airdodge due to his fast falling speed. Mewtwo can also very easily play around and punish Falco's OOS options, due to Mewtwo's safety and ability to space moves.

Fox
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Ganondorf
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Greninja
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Hero
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Ice Climbers
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Ike
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Incineroar
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Inkling
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Isabelle
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Jigglypuff
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Joker
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Kazuya
To the top of the page From TechnoPuff: As it turns out, the guy that's has the best anti-air in the game and kills fighters really easily, especially those with big hurtboxes, is pretty good against Mewtwo. If you get stuck in a Kazuya combo, I'm sorry to break it to you but you're most likely dead. Furthermore, he doesn't need to worry about edgeguarding your amazing recovery if you're dead because of how easily he kills you. Luckily, though, Kazuya may somehow have even worse disadvantage than Mewtwo, which can and should be exploited when playing against him. Shadow Ball is invaluable here for keeping Kazuya out, as his reflector is extremely committal, and your projectiles are both equally non-committal and can be faked out. Kazuya can be edgeguarded easier than some other characters, but hitting him out of is deceptively difficult so Mewtwo should be wary of that. Kazuya's options are committal in general, and Mewtwo has all the movement needed to avoid and whiff punish him, even with Mewtwo's large hurtboxes. Certain moves such as or  are also ineffective against Mewtwo, as their low knockback angles are a moot point against such a powerful recovery. All in all, I personally like to think of Kazuya as a Souls-style boss fight. If he hits you, you will die. But you have all the tools to play around his predictable and slow attack patterns/smaller burst range and whittle him down without him ever laying a finger on you. Oh yeah, don't use either, he's got Tough Guy.

Ken
To the top of the page From TechnoPuff: In my opinion, the worst of Mewtwo's FGC matchups. Ken has no trouble hanging with you in neutral with his passable projectile, and once he gets close to you he can absolutely rend you in half with his oppressive frame data, damaging combos and kills you extremely early with his potent. You do edgeguard him very well though, but other than that there's not much else to say, he's basically just Kazuya-lite against Mewtwo.

King K. Rool
To the top of the page From TechnoPuff: On paper, this matchup doesn't seem great, as K.Rool's killpower, notoriously difficult to edgeguard recovery, less committal projectiles and large hitboxes seem bad for Mewtwo, but practice this matchup feels extremely Mewtwo favoured. K.Rool is one of the easiest characters to combo in the game, and that stays true for Mewtwo: his comically large body and slower moves can sometimes allow Mewtwo to keep him in disadvantage until taking the stock. In fact, I'd argue that K.Rool is 'the' easiest and best character to combo with Mewtwo in the game, as unlike Kazuya or Bowser you can end combos with Jab to deal extreme damage, which combines with his ridiculous hurtbox to let you have your way with him. K.Rools projectiles, while often not actually hitting K.Rool back if reflected, are still usually worth it to reflect, as he cannot punish you for reflecting them due to his slow speed, often being left to try and commitally reflect them back or avoid them. K.Rool's reflector, while definitely something you need to be wary of as Mewtwo, is much more telegraphed than reflector's like Falco's. Furthermore, while Mewtwo has little hope vertically edgeguarding K.Rool(although I personally have actually done it before with rising DJ Dair), Mewtwo's best edgeguaridng tools just so happen to be kinda good horizontally, so Mewtwo just has to go for earlier edgeguards, which they already should be doing against most characters. Finally, most of K.Rools other options are very committal, and Mewtwo also just so happens to be kinda good at whiff punishing, and Mewtwo has all the attributes and tools needed to easily outmaneuver K.Rool.

King Dedede
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Kirby
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From: Mr Hokckey (aka Leonidas)

This is a deceptively difficult matchup that might actually be losing for Mewtwo, though I'm willing to believe it's even. Boxing situations against Kirby are extremely dangerous for Mewtwo. He doesn't have any fast out of shield options to stop Kirby from spamming tilts on his shield, meaning that you will have to rely more on defensive mixups such as holding shield, dodges, parries, or any other way to disengage that you can think of. Kirby also has very strong anti-air tools against Mewtwo. His tiny hurtbox and general preference to stay grounded makes it very hard for Mewtwo to land aerials on him. Kirby can easily punish his landings with Utilt and Usmash (which are both intangible on the foot), and even his aerials can sometimes cleanly beat Mewtwo's. And of course, almost any move that Kirby lands can easily guarantee massive damage or an early kill. Aside from that,

The typical answer to beating Kirby is to wall him out in neutral with projectiles or disjoints, but Mewtwo doesn't have enough of either for this to be easy. Thus, Mewtwo has to go about this in a rather unorthodox way. In my opinion, the four most important moves to master in this matchup are Shadow Ball, Confusion, Jab, and Dsmash. Charging Shadow Ball is great to force specific reactions. Confusion (SideB) is a big, disjointed command grab that is great against shield, and can also be used in the air. Jab is a fast "get off me" tool that is basically free 20% every time you land it, but unfortunately, Kirby can crouch under it. Finally, Dsmash is huge, strong, and lagless, and very difficult for Kirby to punish because he's slow. Simply standing in place and charging it sets up a mindgame that is heavily skewed in your favor. Of course, your other moves will be useful in other situations, but those four are the most important IMO.

That said, because Mewtwo isn't built to zone out Kirby with ease, you will find yourself in a lot of scramble situations, but panicking will only get you punished harder. The scramble situations are indeed doable and potentially very rewarding for Mewtwo; just stay on your toes and hold your ground.

Link
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Little Mac
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Lucario
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Lucas
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Luigi
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Marcina (Marth & Lucina)
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Mario
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Mega Man
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Meta Knight
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Mewtwo
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Mii Brawler
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Mii Gunner
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Mii Swordfighter
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Min Min
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Mr. Game & Watch
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Ness
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Olimar
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Pac-Man
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Palutena
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Peach
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Pichu
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Pikachu
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Piranha Plant
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Pit
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Pokemon Trainer
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Ridley
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R.O.B.
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Robin
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Rosalina & Luma
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Roy
To the top of the page From TechnoPuff: Mewtwo really hates Roy, and it's very easy to see why. Roy obviously has a sword, which while not as profound against Mewtwo as other characters, Mewtwo's hurtboxes often lead to Roy landing sweetspots that he otherwise would not. Roy's speed and rushdown style puts constant pressure on Mewtwo in neutral, preventing Mewtwo from keeping a consistent space to execute their gameplan. Roy's extreme safety on shield and fast large aerials does not bode well for Mewtwo either due to their poor OOS and anti-air options. And, of course, the elephant in the room: Roy's killpower and damage output absolutely shreds Mewtwo to pieces. Roy's recovery is also surprisingly hard to edgeguard, although even if it wasn't that would be a moot point, as you can't edgeguard someone if you never get them offstage. This is the MU that personally forced me to pick up a secondary.

Ryu
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Samus
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Sephiroth
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Sheik
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Shulk
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Snake
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Sonic
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Sora
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Steve
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Terry
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Toon Link
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Villager
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Wario
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Wii Fit Trainer
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Wolf
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Yoshi
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Young Link
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Zelda
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Zero Suit Samus
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