SSBU/Mewtwo/Combos

This page is still under construction.

Combos
Mewtwo's combo game is extremely flexible and reaction based, but is mostly simple to understand, with dedicated combo starters, enders and extenders. Mewtwo can also often opt to go for airdodge or mashing reads at any point during combos for potentially devastating mixups.

Common Combo Starters

 * One of Mewtwo's most important starters due to being a long low poke, works up to fairly high%
 * Most commonly routed into, (IDJ), and
 * Grounded hits are extremely consistent from up to mid%, but aerial connects, especially with the outer hitboxes, can be inconsistent
 * Most commonly routed into or
 * Works at nearly any %, but depends on your Shadow Ball charge and distance from opponent
 * The higher your charge, the lower % is needed to combo afterwards, but the more rewarding your potential combo may be
 * No charge Shadow Ball is most commonly routed into, a different grounded starter, and notably a
 * Shadow Balls that actually put the opponent into knockback are generally routed into an aerial
 * Doing Nair out of a shorthop and then immediately landing and following up works up to low-mid%
 * Most commonly routed into or
 * Mewtwo must react to the direction the opponent gets sent and follow up accordingly
 * Dragdown
 * Technically works at any%
 * Most often routed into, , or
 * Must react to the side of Mewtwo the opponent lands on
 * Set knockback; works at any%
 * Most often routed into at low%, IDJ  at mid%, and  at high%
 * Falling
 * Works up to mid%
 * Most commonly routed into another or a grounded starter at low%
 * Falling
 * Works up to mid to high%
 * Most commonly routed into another aerial
 * Grounded hit works up to low to mid%
 * Most commonly routed into another aerial
 * Using its spike onstage as a combo starter can be teched by the opponent, but otherwise can be routed into or  on reaction
 * Works at any %
 * Combo into literally anything you want unless landed at low%, in which case you'll have to do something relatively quick to avoid your opponent mashing out
 * Grounded hit works up to low to mid%
 * Most commonly routed into another aerial
 * Using its spike onstage as a combo starter can be teched by the opponent, but otherwise can be routed into or  on reaction
 * Works at any %
 * Combo into literally anything you want unless landed at low%, in which case you'll have to do something relatively quick to avoid your opponent mashing out
 * Works at any %
 * Combo into literally anything you want unless landed at low%, in which case you'll have to do something relatively quick to avoid your opponent mashing out

Common 'Combo' Starters
This section is reserved for Mewtwo's moves that put the opponent into 50/50 situations, or actually are combo starters under specific circumstances.
 * Puts the opponent in an uncomfortable situation on either grounded or aerial versions, but the grounded version can be more reliably mashed out of with fast options if Mewtwo goes for an immediate due to the extra jumpsquat frames
 * Aerial version combos into after 140%
 * Placeholder
 * outer hitbox
 * Placeholder
 * outer hitbox
 * Placeholder

Combo Fillers
Many of Mewtwo's combo starters also function as combo extenders, most commonly seen with comboing into either or  after a weaker, Dragdown , or even after each other.
 * IDJ
 * Commonly routed into from, falling or , and
 * Commonly used to combo into a

Combo Enders

 * Mewtwo's most common ender, and for good reasons: Really good and easy to do so.
 * Mewtwo's most common ender, and for good reasons: Really good and easy to do so.

Other Combos, Frame Traps, and 50/50s

 * Footstool Disable