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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, and 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, K.Rool is personally my favourite character to combo, as unlike Kazuya or Bowser you can end combos with Jab to deal extreme damage. K.Rools projectiles, while often not actually hitting K.Rool back if reflected, are still worth it to reflect, as he cannot punish you for reflecting them due to his 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.
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 ==
== King Dedede ==

Revision as of 19:37, 16 February 2023

Mewtwo



Quick MU Navigation



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)

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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 Dair 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 Blazing End 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 Fair, and her Dair 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 Lightning Buster, 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

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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 Whirling Fortress. 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 Rapid Jab 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

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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

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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 Up Tilt 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. Blaster 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 Reflector's 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 Falco Phantasm 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

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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 Devil Wings 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 Gates of Hell or Oni Front Kick 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 Rapid Jab either, he's got Tough Guy.

Ken

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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 Hadouken, 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 Shoryuken. 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

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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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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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Squirtle

Ivysaur

Charizard

Ridley

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R.O.B.

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Robin

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Rosalina & Luma

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Roy

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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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Navigation

Mewtwo


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