SSBU/Mewtwo

From Dragdown


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This section is still being written. It may be wildly inaccurate or missing significant data.
Please feel free to make edits, but include edit summaries and sources where applicable.
Overview

Mewtwo
Weight:79
Spotdodge:The duration and intangibility of this character's on-spot dodges.25F (3~17F intangible)
Air Dodge:The intangibility of this character's air dodges, both neutral and directional.3~26F intangible (Neutral)
3~21F intangible (Directional)
Unique Recovery Options:Recovery options that this character may have other than their Up Special.Extended Double Jump, Wall Jump, Confusion
Fastest OOS:Up Smash (9F)
Overview
Mewtwo (M2) uses the charging of their Shadow Ball (SB) to incentivize the opponent to approach, which then allows M2 to begin their mixups at the mid-range with consistently threatening normal and special moves to hard punish any potential slip-ups the opponent has.

Using Mewtwo's Shadow Ball, Confusion, long range grounded options, strong grab game and threatening aerials, Mewtwo thrives at the mid-range as this allows them to create very threatening RPS situations, where any mistake could potentially lead to a quick kill confirm or advantageous position for Mewtwo that may lead into a stock.

Shadow Ball is the most important, yet complicated tool in Mewtwo's arsenal. In order for a good Mewtwo to convert off this powerful projectile and use it effectively in neutral they have to know how to convert from close to long-range in an effective way, while also considering its many charge states from uncharged (UCSB), half-charged (HCSB), to full-charge (FCSB) and what attacks these different charges can beat. Mewtwo can also utilize the simple act of charging itself to force options from the opponent, to say nothing of the tricky movement options that techniques such as B-Reversing or Double Jump Cancelling(DJC) the charge offers Mewtwo.

NAir and FAir are other important, yet also complicated tools in M2's kit as they cover important blindspots from jump-ins that would go over FTilt and DTilt or potentially catch the extended hurtbox on UTilt whilst also often converting into any move in Mewtwo's moveset just like Shadow Ball can.

Mewtwo isn't without their flaws, however. While Mewtwo embodies the 'cannon' in glass cannon, they also embody the 'glass' aspect of it as well, as their power is only matched by their frailty. With a slow fall speed, large hurtbox at all times, a double jump unconducive to quickly getting away from the opponent, and especially their extremely light weight, Mewtwo heavily struggles in disadvantage.

As such, Mewtwo is a character with high highs and low lows, often leaving Mewtwo feeling poor to play and unwieldy when things don't go their way. Don't let this discourage you though, as the pros certainly outweigh the cons, and when Mewtwo's potential gets to shine they can utterly dismantle the opponent in a fashion deserving of the moniker 'Legendary Pokémon.'

If you want an agile, mixup based, mid-range monster with uniquely powerful options, all the tools to keep control of the match at all times and an advantage state that could make any character jealous, then this psychic legend may just be for you.

Summary
Mewtwo is a versatile and agile mid-range glass cannon character with explosive kill power backed up by dominant neutral tools.
Pros Cons
  • Versatile, Powerful Moveset: Mewtwo has tools for just about any situation in the game and can compliment any playstyle from highly technical to the most basic and fundamental gameplan. Mewtwo also has no actually bad moves, all of them at least being decent at their job, but with most ranging from quite good to contenders for the best moves this game's cast can offer. Mewtwo can handle just about any matchup or situation if piloted properly.
  • Explosive Advantage State: Mewtwo benefits from strong combos, early kill confirms easy ledge trapping, and much more allowing Mewtwo to be able to seal out stocks in just about any advantageous position without much effort, with this character any opening could potentially mean a stock lead for the Mewtwo player.
  • Quick and Tricky Movement: Bolstering a top 10 run speed, top 3 air speed, and a multitude of unique movement techniques, Mewtwo can maneuver around any stage with ease, posing a threat from just about any distance.
  • Mixup Heavy: Mewtwo being granted a safe, shield breaking Down Smash, command grab side special that puts the opponent in a disadvantageous position which also reflects projectiles, Shadow Ball and a multi-hit NAir makes for a very potent mixup game at any stage of the match which is bound to keep the opponent always on their toes to avoid as many hard punishes as possible.
  • Recovery and Ledge Game: Mewtwo has a multitude of offstage tricks and a teleport recovery that culminate as one of the most useful and variable recoveries in the game. So long as Mewtwo has enough resources they should be able to recover from anywhere offstage even inside of the blast zone. Once Mewtwo is inevitably at the ledge, they have a multitude of techniques to get off the the ledge in addition to their already great standard ledge options.
  • Unique Double Jump: Mewtwo's unique double jump that dips down for 10 frames before rising high up grants Mewtwo many unique techniques when combined with other moves.
  • Edgeguarding: Mewtwo's edgeguarding is extremely potent not only due to Mewtwo's powerful and large moves, but their ability to come back from nearly anywhere.
  • Hurtboxes: Mewtwo is among the taller characters in the game, which is compounded by the hurtboxes on a large portion of their tail. Furthermore, Mewtwo using their outstretched tail for many long ranged attacks causes them to be much easier to hit than other characters in nearly all regards. This weakness permeates throughout Mewtwo's entire kit, making Mewtwo much more punishing when they make mistakes.
  • Featherweight: Contrasting Mewtwo's size, their abnormally low weight class makes them suffer to losing stocks quite early should they get opened up in a bad position.
  • Unique Double Jump: Mewtwo's unique double jump isn't immediately effective vertically, making the usual double jump to escape from combos practically useless in most situations, in turn causing Mewtwo to be even more convenient to combo and juggle.
  • Out of Shield and Anti-Air: Most of Mewtwo's out of shield and anti-air options are either inconsistent, slow, situational, short ranged or any combination of these.
  • Disadvantage: All the above weaknesses congregate into causing Mewtwo to be particularly easy to combo and a very easy target to keep a hold of once the opponent does get in on them.
Floaty Double Jump
Mewtwo sports an unusually slow and floaty double jump that dips down for a moment, then gradually accelerates Mewtwo vertically with an extreme height, rather than a more typical immediate double jump like most of the roster. Mewtwo's floaty jump enables them an unparalleled offstage presence, and pairs well with their specials and aerials to offer a great degree of unique space control, combos and movement techniques.

However, it has a few problems. Mewtwo cannot readily jump away from opponents, either defensively or as a bait, and even if Mewtwo double jumps successfully they are virtually always still left in a disadvantageous position due to its sheer height, contributing to their poor disadvantage state. Mewtwo must also commit to using a wavebounce/B-reverse special move if they want to change positions more suddenly, and also makes them take longer to reactively juggle or catch high recoveries.


Normal Moves

Jab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Jab 1 3.0 5-6 21 361/180 -12 none
Rapid Jab 0.8 2/5/8/11/14/17/... - 361 - none
Finish 2.5 6~7 40 361 -30 none

Amazing jab. Long range, good speed and extremely high damage(for a jab). Not uncommon to do over 25% alone, even with SDI and staling.

  • Mewtwo's fastest move at frame five
  • Works on the whole cast for jab locks
  • High hitstun and low recovery on Jab 1 allows Mewtwo to easily hitconfirm into the Rapid Jab, dash away on block or whiff, or even go for a reset into another move
  • Most of this moves damage comes from Rapid Jab, although even without holding at all Jab still does about 14% in 1v1's
  • Jab Finisher outranges the Rapid Jab, potentially surprising opponents dropping their shield early as a gimmick
  • Avoid using Rapid Jab versus Kazuya and Bowser, as their innate Tough Guy mechanic grants them an easy punish(Jab 1 still works fine)


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Jab 1 25/20 15 4 1.8
Rapid Jab 8 10 4 0.5
Finish 82 100 4 2.0


Forward Tilt

/ + (angleable)

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Close 12.0 10~11 35 361 -14 none
Mid 11.0 10~11 35 361 -13 none
Far 10.0 10~11 35 361 -13 none

A somewhat commital poke, but what FTilt lacks in low recovery, it makes up for in range and especially kill power. As with all other tail moves, this move has 3 hitboxes that get weaker the farther down Mewtwo's tail they are, but FTilt is so naturally strong knockback-wise that even the weakest hitbox often kills at respectable, sub-140 percents. However, Mewtwo is certainly not lacking in kill-power, so usage of this move is subjective to each Mewtwo player.

  • Nearly rivals many smash attacks in knockback, especially with the strong and close hitboxes
  • Can be angled, albeit only slightly with very little added function
  • A tail move; hurtbox shenanigans may ensue, albeit not very often with FTilt as Mewtwo's tail quickly retracts into the Z-axis
  • Surprisingly good on shield when spaced
  • Sends at a low angle, forcing tech situations at low %


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Close 70 75 11 1.2
Mid 70 75 10 1.0
Far 70 75 10 1.0


Up Tilt

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Close (Clean) 7.0 8 29 110 -14 none
Mid (Clean) 6.0 8 29 110 -15 none
Far (Clean) 5.0 110 -15 none
Close (Late) 6.0 9~13 29 78 -14 none
Mid (Late) 5.0 9~13 29 78 -14 none
Far (Late) 4.0 9~13 29 78 -14 none

A combo starter and Mewtwo's most reliable grounded anti-air. Starts guaranteed combos at low % with nearly all hitboxes, but needs the hitboxes closer to Mewtwo at medium % to get concrete followups. However, it's nearly always worth trying to followup with a mixup on every hit anyways due to the disadvantageous situation UTilt often forces the opponent into. However, this move is prone to being beat out by preemptive aerials when trying to anti-air with it due to being a tail move, especially against disjointed aerials, and UTilt's low damage more often than not makes trades unfavourable.

  • Has extra hitboxes on this first active frame that are the most ideal for combos at low-mid%, but at high% sends the opponent much higher up, that, while can theoretically kill at nearly unreasonable %, doesn't grant Mewtwo nearly as much advantage
  • Mewtwo keeps their tail, and by extension its hurtboxes, in the air for the duration of UTilt's active frames, potentially losing against air approaches
  • As with all other tail moves, this move has 3 hitboxes that get weaker the farther down Mewtwo's tail they are


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Close (Clean) 70 105 7 1.0
Mid (Clean) 60 71 6 1.0
Far (Clean) 50 71 6 1.0
Close (Late) 60 105 6 1.0
Mid (Late) 50 105 5 1.0
Far (Late) 40 105 5 1.0


Down Tilt

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Close 5.0 6~7 23 80 -11 none
Mid 4.5 6~7 23 70 -12 none
Far 4.0 6~7 23 60 -12 none

Mewtwo's most useful grounded poke and combo starter. Most often comboed into Fair, although Mewtwo has quite a few other options.

  • The farthest of DTilt's 3 hitboxes sends at a much more horizontal, less useful angle, but still often combos at low% and still puts the opponent in a poor position on hit
  • Hits below the ledge as Mewtwo's most reliable 2-framing option. Very useful when Mewtwo cannot get offstage for edgeuards in time or against difficult/dangerous to edgeguard recoveries, especially due to often leading into a stock-ending Fair
  • Mewtwo's tail can be hit during this move as with all other tail moves, but similarly to FTilt Mewtwo quickly retracts their tail into the z-axis


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Close 60 82 5 1.0
Mid 65 84 5 1.0
Far 65 70 5 1.0


Dash Attack

while dashing or running

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Sweetspot (Clean) 12.0 10~11 38 54 -14 none
Sourspot (Clean) 9.0 10~11 38 60 -14 none
Sweetspot (Late) 6.0 12~20 38 60 -18 none
Sourspot (Late) 4.5 12~20 38 70 -18 none

Above average, lingering burst option. Has enough hitstun and fast enough recovery to virtually always force the opponent into an immediately threatening airdodge mixup with the use of a followup F-air at low-mid% with all hits, and at mid-high% with the lingering hitboxes. Covers a lot of space with the aforementioned lingering hitboxes.

  • While frame data suggests decent safety on shield, Mewtwo moves forward for the entirety of Dash Attack, making OOS punishes extremely easy, most often with a free grab OOS
  • Niche kill option at very high % if you just can't land the hit you need
  • Mewtwo's tail lags behind them extremely far: Can occasionally cause very janky looking hurtbox interactions, especially when whiffed


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Sweetspot (Clean) 80 70 14 1.25
Sourspot (Clean) 80 60 11 1.25
Sweetspot (Late) 80 70 8 1.25
Sourspot (Late) 80 60 6 1.25


Smash Attacks

Forward Smash

/ + or / (angleable)

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Forward 16.0/20.024/30 charged 19-22 53 361 -22 to -19/-20 to -17-18 to -15/-14 to -11 charged N/A
Up 19-22 53 361 -18 to -15/-14 to -11-14 to -11/-10 to -7 charged
Down 19-22 53 361 -19 to -16/-15 to -12-13 to -10/-9 to -6 charged

A basic smash attack, but effective at what it does. KOs extremely early with a large hitbox to boot, but somewhat slow and unsafe. Typically your safest bet to secure stocks after a shieldbreak or Disable.

  • Possesses a sour spot around Mewtwo's hands that will take priority over the sweetspot that encompasses the psychic blast
  • Can be angled
  • The upwards angled version reaches surprisingly high for an admittedly gimmicky and prediction reliant anti-air, but another anti-air option nonetheless
  • The upwards angled version can be comboed into under extremely niche circumstances, such as landing a sweetspot 2-frame Down Tilt or a spaced pop up Nair(reminder to fact check this later)
  • The downwards angled version isn't typically worth consideration at all despite being able to 2-frame due to being outclassed in this niche by Down Tilt and Down Smash


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Forward 30 90 N/A N/A 11/135/6 charged
Up 30 90 14/18
Down 30 90 14/18

Forward:

  • Sourspot/Sweetspot values seperated by /


Up Smash

+ or

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Scoop 2.03 charged 9 69 368 -56-56 charged N/A
Multihits (x6) 2.03 charged 10 - 11/14 - 15/10 - 11/14 - 15 69 170/95/270Sides/Central/Bottom N/AN/A charged N/A
Final Hit 10.015 charged 22-25 69 80/90 -39 to -36-36 to -33 charged N/A

High risk, high reward anti-air/OOS option. It's quite fast and Mewtwo's strongest vertical kill option, but has quite a few issues. While blessed with a scooping hitbox, it only covers above Mewtwo's waist and is short ranged horizontally, so it can be easily low-profiled or outright avoided by shorter/agile characters. The main weakness of this move comes from how long it takes, more specifically its endlag. Up Smash has a whopping 43 frames of endlag, with a total duration of 65 frames. If you don't directly hit with this move, you will die. Luckily, despite being a multi-hit, it's extremely consistent if your opponent gets tagged by any of its hits.

  • Mewtwo's fastest OOS option at frame 9, although not necessarily the best due to its riskiness
  • Due to the low height and pyramid shape the hitboxes are arranged in, this move ends to completely fail when used against opponents standing above Mewtwo on a platform, although it's mostly stage(and maybe character, needs more testing) dependent; stages like SBF & BF's platforms typically never cause problems, while PS2 platforms will nearly always cause Up Smash to fail
  • Kill confirms off of PUNair
  • Looks really cool


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Scoop 90 FKB 100 N/A N/A 33 charged
Multihits (x6) 18 FKB/40 FKB/5 FKBSides/Central/Bottom 100 N/A N/A 33 charged
Final Hit 60 111 N/A N/A 74 charged


Down Smash

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
16.024 charged 21-23 44 55 -11 to -9-7 to -5 charged N/A

Slow, but extremely safe and large smash attack. Has a comically low amount of endlag, letting Mewtwo often get away with whiffing it scot-free as long as the opponent doesn't punish its high startup. It's safety on shield combined with its high shield pushback makes Down Smash uncontestable on shield to many characters(such as Mewtwo themself!), and to even more characters if spaced even slightly. This meshes nicely with its high shield damage, making Down Smash extremely threatening to shields in general.

Buffering into other moves on whiff or shield such as Disable, a tilt or even another Down Smash to catch the opponent trying to punish it's non-existent endlag is tempting and can potentially be very rewarding, but is a gimmick nonetheless, and you'll typically want to dash/jump away instead to maintain safety and properly attempt to actually punish the opponent's defensive options.

  • Easy 2-frame option hitbox wise, although somewhat hard to time due to startup
  • Has a sweetspot near the center of the blast, but the sourspot merely does slightly less knockback with no damage difference


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
20 118 N/A N/A 115 charged


Aerials

Neutral Aerial

Airborne

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Multihit (x8) 1.6 7 - 8/11 - 12/15 - 16/19 - 20 50 185/367 -8 N/A
Final Hit 4.0 27-28 50 361 -7 N/A

Lingering OOS option and combo starter/extender. Nair is an aerial with many uses, being at least good in most of them. While it's not Mewtwo's fastest OOS option at frame 10, it's typically preferred over the inconsistent, small and super punishable Up Smash, although Nair is still prone to being easily low-profiled, with certain characters often doing it naturally.

Nair is also a consistent combo tool, with nearly every standard use case for Nair that results in hitting the ending hitbox(typically OOS fastfall Nair) allowing followups up until high-mid %, and while Mewtwo will need to react to the direction the opponent gets sent in, this is considerably easy with just a bit of practice. Dragdown Nair is another way to get the most out of landing this move, although reacting to which side of Mewtwo the opponent ends up on is considerably more difficult.

The final, much harder but much more rewarding way to get combos off of Nair is with a technique known as Pop Up Nair(PUNair). When hitting with the multihit hitboxes attached to Mewtwo's feet on a grounded opponent and then immediately landing, the opponent will be knocked up with a large amount of hitstun. It's followups are independent of %, so it's typically used as a kill confirm into Up-Smash, although Mewtwo can basically do whatever followups they want. The most consistent way to land PUNair is by fastfalling and using Nair low enough to the ground such that only the first multihit comes out.

  • Despite being Mewtwo's least safe aerial at -7(multihits are -8) on shield, Mewtwo can easily control if Nair crosses up the opponents shield with their aerial attributes, and the multihit nature of the move can make the OOS timing ambiguous.
  • Frame 10 OOS option
  • The final hitbox of Nair is considerably larger than the multihits.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Multihit (x8) 30 FKB/60 FKB 100 10 46+ 2
Final Hit 40 110 10 46+ 3


Forward Aerial

Airborne +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
13.0 7-9 40 47 -3 N/A

Mewtwo's swiss army knife, best aerial and a contender for the top Fairs in the game, this move does it all. It's frame 7, starts/ends combos, does high damage, -3 on shield, a strong OOS option, and has a great hitbox, and of course has Mewtwo's trademark KO power to boot. The only things holding Fair back is it's aerial endlag and Mewtwo's floaty nature, restricting the ability to spam it quickly. Extremely simple, but extremely effective, and very rarely a bad idea to use.

  • Mewtwo's safest aerial at -3, only tied with Uair.
  • Frame 10 OOS option. Much more immediately horizontally inclined than Nair and Up Smash, but even more prone to being low-profiled.
  • The most common move to perform out of ILDJ, due to its speed and immediately threatening range.
  • If done instantly out of a shorthop, Mewtwo will recover just in time to be actionable again in the air. While this isn't enough to get out another aerial for free in the same shorthop, Mewtwo can still do movement options such as b-reverse Shadow Ball, or choose to expend their double jump to get out another aerial before landing.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
40 100 8 37+ 5


Back Aerial

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Close 13.0 13-17 40 361 -5/-6 N/A
Mid 12.0 13-17 40 361 -5/-6 N/A
Far 11.0 13-17 40 361 -5/-6 N/A

Fantastic edgeguard option, but otherwise average, Bair is a somewhat strange aerial, especially among its back air contemporaries. While being extremely large and safe on shield, it's slow and extremely vulnerable to whiff punishes, as Mewtwo extends their tail to its full length for the majority of the move. On top of that, Fair fulfills most of the functionality a typical back air should, leading to Bair not being used much on-stage, aside from as a niche kill move, a poke against opponents on a platform, or as a combo ender where Fair cannot reach, such as off of charged Shadow Balls at higher %.

Instead, Bair shines as an edgeguarding tool. When combined with Mewtwo's unique double jump, Bair covers a massive amount of space when used offstage, blowing up many recoveries with its high base knockback. While Mewtwo still needs to be wary of low recoveries, especially those with large hitboxes, Bair can often still be used preemptively before the opponent even gets into a more advantageous recovery position. On top of how potent Bair is when edgeguarding, it synergizes well with Mewtwo's powerful recovery, as if Mewtwo misses their edgeguard attempt, Bair's low aerial recovery combined with Teleport's speed, invulnerability and distance covered alongside Mewtwo's diverse ledge game ensures that Mewtwo will almost never have to worry about the consequences.

  • Poor OOS option at frame 16 alongside it's tendency to be easy to low profile when done out of a shorthop
  • As with all other tail moves, possesses three progressively weaker hitboxes going further down Mewtwo's tail
  • Mewtwo's second-least safe aerial at -6 on the outer two hitboxes(inner hitbox is -5), tied with Dair
  • Can be used to shark under/near ledge while recovering due to Bair's high range, but Mewtwo is still prone to being hit and potentially even spiked if the opponent knows it's coming


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Close 20 101/90 10 1-2, 38+ 5/4
Mid 20 101/90 10 1-2, 38+ 5/4
Far 20 101/90 10 1-2, 38+ 5/4


Up Aerial

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Close 12.0 10-14 40 72 -3 N/A
Mid 11.0 10-14 40 65 -4 N/A
Far 10.0 10-14 40 55 -4 N/A

Basic, effective juggling and combo starting/extending up air. Similarly to Up Tilt, this move is a large and fast anti-air that is only held back by Mewtwo's tail hurtboxes. Of course, it's still very effective at controlling airspace around Mewtwo and as a landing combo starter, just with the added caveat that Mewtwo needs to be wary of large, disjointed moves that can interrupt Uair.

On paper, Uair is one of Mewtwo's strongest combo starters when landing with it due to the angle it sends at, high hitstun and safety on shield, but it can be difficult to utilize against short characters due to how high above Mewtwo the hitboxes appear, even when timed perfectly while landing. The back hitboxes of Uair later in the moves active frames can fulfill the same purpose, but are similarly difficult to hit due to their placement above Mewtwo.

Alternatively, IDJ Uair holds a niche use as a combo starter/extender. Due to how aerials come out before Mewtwo rises when performing an IDJ, Mewtwo will rise up with the opponent when hitting with IDJ Uair, typically allowing a followup aerial such as Fair or another Uair. This technique is usually only seen in Mewtwo's most powerful and stylish combos, most famously their Down Tilt/PUNair/landing Uair -> IDJ Uair -> Fair kill confirm.

  • As with all other tail moves, possesses three progressively weaker hitboxes going further down Mewtwo's tail
  • Mewtwo's safest aerial at -3(-4 for the outer two hitboxes), tied only with Fair
  • Can be used to shark under ledge while recovering due to Uair's high range, but Mewtwo is still prone to being hit and potentially even spiked if the opponent knows it's coming


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Close 40 98 8 ? 5/4
Mid 40 92 8 ? 4
Far 40 92 8 1-2, 36+ 4


Down Aerial

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Down Aerial 15.0/14.0Sweetspot/Sourspot 15-18 48 270/70 -6 N/A

A standard, slow and difficult to land spike with a couple other niche uses. As with most spikes offstage Dair is a stylish finishing tool to disrupt your opponents flow and disrupt their mental, but actually landing the small spike sweetspot can be quite difficult, especially if done raw after simply jumping off the stage. On top of the difficulty of landing the spike, hitting with the sourspot instead is quite detrimental in offstage situations, as it sends the opponent at a highly vertical knockback angle. More consistent methods to land the spike include doing a teleport cancel off the ledge to catch strictly vertical recoveries, or while rising offstage during Mewtwo's double jump as a reversal.

Dair also possesses a niche as a somewhat consistent combo starter against grounded opponents due to the spike hitbox being unable to hit said grounded opponents combined with the sourspot's vertical knockback angle. While only useful at lower % due to its high knockback, Dair is relatively safe on shield at -6, allowing it to function as a decent and threatening low crush when done out of a shorthop or otherwise while landing on an opponent, although its slow speed must be kept in mind.

  • Mewtwo's slowest aerial at frame 15
  • Mewtwo's second least safe aerial at -6 on shield, only worse than Nair
  • Looks really cool


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Down Aerial 10/20 100/98 11 1-3, 42+ 5

Down Aerial:

  • Values are seperated as Sweetspot/Sourspot


Specials

Shadow Ball

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
uncharged stance
fully charged stance
Uncharged throw 2.5 21F12F to enter charge state, 9F startup from charge state 27
fully charged throw 25.0 16-98 39Throw animation -2 -

Mewtwo's bread, butter, jam, knife, toaster and plate, all in one move. Shadow Ball is a character defining charge shot projectile with a staggering amount of different applications in nearly all states of a match, to the point where you can often identify individual Mewtwo players by their usage of the move alone.

Shadow Ball's most obvious use is as a projectile. Depending on how charged it is, it will do increasingly more damage and hitstun, changing how you and your opponent can interact with it, although its amazing frame data stays consistent across all charges aside from FCSB. At lower/medium charges, Shadow Ball travels extremely slowly and is a constant presence, interrupting the opponent's flow and allowing Mewtwo to follow behind it and punish how the opponent chooses to avoid it accordingly. Medium/highly charged Shadow Balls function amazingly as straight combo starters from range, allowing Mewtwo to get consistent combos on reaction until surprisingly high %, especially with medium charges. At high charges, Shadow Ball is a consistently threatening ranged kill option. The amazing frame data of the projectile throw also allows Mewtwo to ignore reflectors all together from many ranges, especially with lower charged projectiles. In any case, the threat of Shadow Ball and the consistently dangerous combos/mixups it entails when being hit by it forces the opponent to respect it, alongside the threat of it, in virtually all points in a match.

On the topic of the threat of Shadow Ball, said threat can often be more powerful than the projectile itself. The mere act of charging Shadow Ball often forces the opponent to act quickly, lest they freely give you charge. The charging stance also constantly threatens the space in front of Mewtwo, as they can throw the projectile out of the stance extremely quickly. Combined with how easy it is to exit the charging state quickly without throwing the projectile, not throwing Shadow Ball is often just as powerful as actually doing so.

Speaking of exiting Shadow Ball charge, that leads right into it's next main use: as a movement tool. Mewtwo has many different techniques at their disposal(reminder to link to tech section later) to alter their movement with the stance of Shadow Ball, most often B-Reversing or Wavebouncing, which allows Mewtwo to virtually always maneuver themself into optimal positions. As mentioned earlier, Mewtwo can also exit the charging stance in multiple ways, typically with a jump or shield/airdodge, although there are a few other, even more freeform but difficult techniques to do so(reminder to link to tech section later). However, be wary of charging Shadow Ball to it's max charge, as you'll be locked out of your potential movement without getting rid of your charge.

There are a few other niche uses of this move, but those will be covered in depth in the strategy and tech sections(reminder to link to both). Overall, Shadow Ball is absolutely not a tool to be neglected, and it's up to each Mewtwo player to figure out how they want to individually use each facet of the move due to how free-form the move is.

  • Takes 133 frames to reach full charge
  • Takes 12 frames to formally enter charge state and 9 to throw the projectile, for a functional startup of 21 frames from neutral for non-fully charged Shadow Balls
  • FCSB's have 16 frames of startup when thrown from neutral, but have higher recovery than non-fully charged throws
  • Depending on how charged the projectile is, Mewtwo will be pushed backwards proportionately, with FCSB having a noticeable increase how far Mewtwo moves, allowing it to be used as an emergency movement/recovery option in a pinch
  • Shadow Ball charge takes an additional 4 frames to cancel into shield, but if shield is released during this window Mewtwo will not bring up shield, allowing them to act functionally instantly


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
uncharged stance
fully charged stance
Uncharged throw 7
fully charged throw

Uncharged throw:

  • 4F to charge cancel with shield


fully charged throw:

  • 133F to reach full charge


Confusion

/ +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Grab N/A 10-13 45 N/A N/A
Throw 1.15 x7 21/23/25/27/29/31/33/39 45 280 N/A N/A

Multi-faceted special move with many different uses, despite being about average at all of them. Confusion is both a command grab as well as being a reflector, meaning Mewtwo can use it to threaten shields from a longer range even while still being aiborne, alongside using it to deal with opposing projectiles. As a reflector, Confusion is best suited for reflecting slower, singularly strong projectiles or multiple projectiles at once due to its 23 active frames, as its high startup compared to its contemporaries at frame 10 makes it difficult to react to faster projectiles, its baseline 1.4x damage modifier not mattering as much on already powerful projectiles, and its high endlag often results in reflecting weaker projectiles such as Pikachu's Thunder Jolt punishable before Mewtwo can even act.

As a command grab, Confusion doesn't fare all too well either. While it has high range for a command grab, it's slow startup and high recovery hurts it again. Luckily, while it does low damage on its own, Confusion nearly always forces the opponent into an extremely disadvantageous mixup position. Mewtwo gains progressively more advantage frames on hit the higher % the opponent is, going from being able to push a mixup at all from the grounded version(due to jump squat hampering immediate Fair)) at 0%, to true comboing into Fair above 140% when landing the aerial version. All things considered, Confusion typically isn't worth going for whenever there's an opportunity to land an actual grab or any other actual combo starter, but it's a very useful tool to catch opponents shielding on platforms or those with fast OOS options that would be difficult to tomahawk grab otherwise.

Finally, Confusion finds another niche as a recovery option. When used in the air, Mewtwo's vertical momentum gets stalled with a tiny hop upwards, while still allowing Mewtwo to travel horizontally. While it is extremely useful in this regard for conserving other recovery resources, a savvy opponent may attempt to(often successfully) edgeguard Mewtwo if Confusion is overused in the same way during recovery.

  • Reflector and command grab both active on frame 10
  • Reflector active for 23 frames, command grab only for 3
  • The 'recovery hop' is a one-time use until refreshed by either grabbing ledge or touching the ground
  • Despite the particle effect staying frozen in place no matter what, the active reflector hitbox will travel with Mewtwo(reminder to test later)


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Grab
Throw 50 16 N/A N/A N/A x7

Grab:

  • Reflector active 10-33.


Teleport

+ (angleable)

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
N/A 44End on Ground N/A all intangible 9-19

A basic, but invaluable and extremely effective teleport recovery tool. Alongside travelling a sizable distance on its own, the speed at which Mewtwo exits the the move combined with their air attributes, not to mention its many versatile angles makes it more effective alone than many other character's entire recovery repertoire, both in variability and sheer distance. As such, Teleport, alongside Mewtwo's other myriad of recovery options, empowers Mewtwo to survive virtually any hit that doesn't outright KO it. It also synergizes beautifully with Mewtwo's amazing edgeguarding tools, allowing Mewtwo to go as deep as they want to ensure the KO against an offstage opponent.

While Teleport is primarily Mewtwo's main recovery option, it also accents a few other aspects of Mewtwo's kit. It's a useful onstage repositioning tool that somewhat alleviates Mewtwo's terrible disadvantage and diversifies their ledge game, although it's not to be overused. Teleport is also much more vulnerable when not aimed directly into the ground, limiting its variability when using it in this way. Mewtwo can also completely forego Teleport's endlag by becoming airborne during its grounded endlag, most commonly by using the move in a specific spot with a precise angle to slide off a ledge. While this does theoretically increase Mewtwo's mobility drastically, Mewtwo's high traction renders this technique difficult to perform on the fly, although there are consistent setups to take advantage of this tech(reminder to put in link to tech section later).

As a final note, Teleport can also function as an occasional OOS option due to its intangibility becoming active as fast as Mewtwo's fastest OOS option Up Smash and quick repositioning. This makes it especially useful against characters that Mewtwo's other OOS options are especially weak against for any reason, such as against short characters like Pikachu or those with particularly safe pressure such as Roy. As with everything else in Mewtwo's kit though, don't overuse it despite how strong it may be, or your opponent will punish you.

  • Intangible from frame 9-19, technically tying it with Up Smash as Mewtwo's fastest OOS option
  • As with other teleport recoveries, affected by an extra 4 frames of vulnerability after exiting the intangibility before being able to grab ledge, but this can be alleviated with an assorted tech(reminder to link to tech section later)


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
N/A N/A 20 N/A
  • Grabs ledge as early as frame 16.


Disable

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
1.0 16-23 52 -30 all intangible 10-16

As a medium risk and difficult to use, but extremely high reward option, Disable is an odd move, both in in its attributes and potential uses. When used, Disable has Mewtwo shoot out a small, short ranged projectile from its eyes. Said projectile deals a paltry 1% of damage, but will instantly stun the opponent, letting Mewtwo followup with virtually anything they want! However, such a powerful reward comes with a couple crucial caveats. Namely, the projectile cannot interact with the opponent unless they are actively facing Mewtwo, and the opponent must be on the ground to be stunned, as they will otherwise simply be knocked back with that measly 1%. As such, Disable is typically reserved for situations where Mewtwo already has a heavy advantage but wants to end the stock particularly early, such as off a heavy airdodge, ledge getup or tech chase read. Despite this, Disable is nowhere near a bad move, just situationally extremely powerful, as it still has serviceable frame data, range and intangibility despite its extremely high rewards.

  • Has full body intangibility from frame 10-16, although this is typically reserved for style or hard reads on an opponents attack timing
  • Despite inflicting opponents with the same animation as the shield break stun animation, Disable's stun is much easier to mash out of, especially at low %
  • Disable is a projectile, and a small one spawned high above the ground at that: prone to getting low profiled or reflected
  • Disable will not stun opponents under the effects of any form of hyper/super armour or invincibility


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier


Grabs & Throws

Grab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Standing Grab N/A 7-8 39 N/A N/A N/A
Dash Grab N/A 10-11 47 N/A N/A N/A
Pivot Grab N/A 11-12 42 N/A N/A N/A
Pummel 1.3 1 19 N/A N/A N/A
Standing Grab ()

While Mewtwo's throws themselves are quite powerful, actually landing can be a bit of trouble. Mewtwo's grab is somewhat misleading, as the hitbox only reaches to the end of Mewtwo's hand, contrary to the particle effect. Standing grab, while below average due to its range, mediocre 7 frame start up and very poor endlag, is still mostly reliable as long as you understand it's limits.


Dash Grab ( or > )

Dash grab, on the other hand, is much more prone to missing. The animation, when viewed in game, leads one to believe Dash Grab is long range but somewhat slower due to the way Mewtwo moves, however that's simply not the case. While Mewtwo's is indeed slightly slower than many other characters at frame 10, the hitboxes still only extend to the end of Mewtwo's arm, but this is much more impactful as Mewtwo's arm is not fully extending at this point in the animation, nor is Mewtwo even close to finishing their forward movement. Combining these factors with its higher than average endlag makes Dash Grab stick out like a sore thumb in contrast to the rest of Mewtwo's fantastic kit, and will often whiff even when keeping it's oddities in mind.


Pivot Grab ( > + )

Not used much in lieu of Ultimate's system mechanics, but is also less than stellar frame data and hitbox wise.


Pummel ( > )

Once Mewtwo actually has the opponent grabbed, their options become very potent, which extends even to their Pummel, as it has a great damage to frame data ratio relative to the cast. However, while Pummel is great on paper, it's only really used to ensure the opponent will be KO'd or at least put far offstage by Back Throw or Up Throw, as pummeling makes Down Throw much more reactable, allowing opponents to easily apply the correct DI to prevent otherwise guaranteed followups.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Standing Grab N/A N/A N/A N/A
Dash Grab N/A N/A N/A N/A
Pivot Grab N/A N/A N/A N/A
Pummel N/A N/A N/A N/A


Forward Throw

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Shadow Ball x4 2.4 x4 33/40/47/54 82 38 NaN all invincible 1-19
Forward Throw 3.0 19 82 63 N/A all invincible 1-19

Mewtwo's most damaging throw and can function as a kill throw at higher %, but comes with a couple caveats. For one, Mewtwo uses actual projectiles for the throw which can obviously be reflected, and Mewtwo is strangely not invincible during the long animation of throw, which means using Forward Throw in doubles or against a Hero with Bounce active is often a liability. Secondly, each individual projectile is SDI-able, so in certain situations(character dependent, but almost always at high %) the opponent can SDI down and away out of Forward Throw before it finishes, making them take less damage and living an Forward Throw that would otherwise net a KO. Luckily, this never comes into play at low %, and Mewtwo recovers quickly from Forward Throw, making it an effective option to deal good % and still keep up the pressure early in the stock, especially if the opponent can react well to Down Throw.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Shadow Ball x4 50 100 N/A N/A 2
Forward Throw 35 fkb 100 N/A N/A N/A


Back Throw

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
11.0 30 55 47 N/A all invincible 1-30

One of Mewtwo's main kill throws, especially at ledge. Kills at extremely workable %'s usually just over 110% when used at ledge. Basic, but effective.

Most effectively DI'd down + away from where Mewtwo is facing when starting the throw. Unfortunately, Down Throw and Up Throw are effectively countered by this DI as well, so a savvy opponent will reactively DI to getting grabbed at all and be able to attempt to SDI out of Forward Throw on reaction.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
70 79 N/A N/A N/A


Up Throw

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
12.0 43 80 90 N/A all invincible 1-43

The other one of Mewtwo's kill throws, and among the strongest up throws in the game. While killing at extremely early % for an up throw, it's much more stage and character dependent than Back Throw due to being a vertical kill move, but is still nearly always more effective than Back Throw when not near the ledge. Again, basic but effective.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
72 65 N/A N/A N/A


Down Throw

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Down Throw 5.0 18 42 74 N/A all invincible 1-18

Mewtwo's 'combo throw'. While it technically combos into Fair for a long time after mid %, starting mid-high%(or at all % depending on character) it's easily beaten by DI-ing down and away, although it at least still allows Mewtwo to push a mixup. As such, if you plan on going for a Down Throw combo you'll want to forego pummeling to prevent your oppoonent from DI-ing correctly in time, due to Down Throw's speed. On that note, if Mewtwo lands a grab while near and facing ledge it can often be worth it to try and Down Throw immediately instead of going for Forward Throw to try and catch the opponent DI-ing wrong and killing with a combo into Fair even earlier than Back Throw, let alone Forward Throw can.

At low %, while not comboing into Fair, it's nearly always worth it to push a mixup off Down Throw, whether predicting your opponent to mash airdodge or a move and punish accordingly.

  • Mewtwo's least damaging throw, and absolutely cannot be used for KO's especially when Up Throw exists


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Down Throw 65 50 N/A N/A N/A


Misc. Attacks

Ledge Attack

while holding the ledge

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
9.0 21-23 56 45 -25 to -23 all intangible 1-23

One of the largest and longest ledge attacks in the game, but is slightly overlooked in lieu of Mewtwo's many other ledge options and is still inherently risky as all ledge attacks are.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
90 20 N/A N/A 9


Getup Attack

after getting knocked down

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Forward Hit 7.0 19-25 46 48 -19 to -13 all intangible 1-25
Backwards Hit 7.0 19-25 46 48 -19 to -13 all intangible 1-25

Also one of the largest and longest getup attacks in the game. Can get you out of some situations that other characters cannot, but still carries all the risks shared by getup attacks.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Forward Hit 80 48 N/A N/A 7
Backwards Hit 80 48 N/A N/A 7


Trip Attack

after tripping

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
5.0 19-32 50 361 -24 to -11 all intangible 1-7

It's a trip attack, and as such is rarely used aside from certain matchups, most notably against Diddy Kong. Even then, trip attacks are generally extremely bad, and Mewtwo's is no exception.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
60 50 N/A N/A 6


Navigation

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