Super Smash Bros. Melee/Mewtwo

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Mewtwo is ranked 20th on the current tier list, in the F tier. While initially deemed the worst character in the game, the changing metagame of Melee caused Mewtwo to experience a rise of six places. Mewtwo's good attributes include a long, safe, and difficult to counter recovery, a rather good chaingrabbing ability, an ability to perform mindgames, a decent combo ability, and among the best throws in the game. However, Mewtwo suffers from an unusual combination of being a large target and a lightweight; this, combined with its floatiness and long periods of hitstun cause it to be easy to KO. Additionally, its up throw, which happens to be Mewtwo's primary finisher, changes in effectiveness depending on the falling speed of its opponent.

"A" Moves Analysis

Ground attacks


  • Neutral attack: 6%, then 2% or 1% randomly. Mewtwo reaches its arm out, blasting out a bit of shadow energy. Mewtwo will then blast out a stream of shadow energy. The blasts are somewhat awkward to combo with.
  • Dash attack: Mewtwo holds its arms out while sliding, inflicting damage with shadow energy. Rather long ending lag. 9% when it comes out, 6% during the rest of the attack.
  • Forward tilt: Tail Slap - 10%. Mewtwo flicks its tail forward. Quick, decent range, with a disjointed hitbox.
  • Up tilt: Tail Flip - 5%-10%, depending on where it hits. Mewtwo flips upward, hitting with its tail.
  • Down tilt: Tail Sweep - 9%. Mewtwo spins around, sweeping its tail low. Has a disjointed hitbox.


  • Forward smash: Shadow Blast - Mewtwo shoves forward, releasing a pulse of shadow. Similar to Mario's Forward Smash in that it is most powerful the farther away the enemy is. Fairly good range and damage, but rather low knockback. The close-up non-sweet spotted hit does 12% uncharged, 16% full. Sweet spot does a stronger 20% uncharged, 27% fully.
  • Up smash: Galaxy Blast - Mewtwo holds its palm up, releasing a storm of shadow energy that hits multiple times. Can easily be SDI'd out of, and deals rather low knockback. 15% uncharged, 20% full. (If all strikes connect.)
  • Down smash: Shadow Bomb - Mewtwo hits downward with shadow energy. Good knockback and speed, with moderate range; however, it has the unusual property of being unable to hit both sides of it. 15% uncharged, 20% full.


  • Ledge attack - Mewtwo flips onto the stage, using its tail to attack. 8%.
  • 100% ledge attack - Mewtwo telekinetically walks on the side of the stage, then suddenly jumps on the stage and swipes with a claw. 10%.
  • Floor attack - Mewtwo telekinetically gets himself up and spins around with its tail extended. 5%-7%, depending on how close the enemy is.

Aerial attacks

  • Neutral aerial: Body Spark: 3-20% damage. (Depends on the number of hits.) Mewtwo releases a long lasting shock out of its body. Good damage if the entire attack hits, as well as good combo continuer. Also slows down Mewtwo's fallings speed slightly, making it useful for recovery.
  • Forward aerial: Shadow Claw: 14% damage. Mewtwo slashes forward with shadow energy. High vertical knockback, useful for combos, juggling, and KOs, but mediocre range.
  • Up aerial: High Tail Flip: 14% damage. (When Sweet Spotted.) Mewtwo flips upward, hitting with its tail. Good juggling move.
  • Back aerial: Tail Flail: 13% damage. (When Sweet Spotted.) Mewtwo hits behind itself with its tail.
  • Down aerial: Flip Stomp: 16% damage. (When Sweet Spotted.) Mewtwo flips backward and hits with its foot downward. Acts as a meteor, albeit a very weak one; however, due to its low ending lag and Mewtwo's stellar recovery, it is of low-risk to use.


  • Pummel: Hand Zap: 3% damage. Mewtwo electrocutes the opponent in its grasp.
  • Forward throw: Multi Shadow Shot: 9% damage. (Do near a wall or overhang for double damage.) Mewtwo throws its foe diagonally forward and shoots with multiple small Shadow Balls. Shadow Balls can be SDI'd.
  • Back throw: Reverse Throw: 11% damage. Mewtwo uses Psychic to throw its enemy backward powerfully. One of the strongest back throws in the game, among his best KO moves.
  • Down throw: Tail Smash: 11% damage. (Can hit a nearby foe as well.) Mewtwo throws its enemy down and hits with its tail. Can be used to chaingrab.
  • Up throw: Psychic Whirlwind: 12% damage. Mewtwo uses Psychic to throw its foe upward, spinning. Strongest up throw in the game, one of Mewtwo's best kill moves, KOing at 105%. At low percentages, it can chaingrab fast fallers.

"B" Moves List

Neutral B

Shadow Ball:The move itself consists of Mewtwo concentrating shadow energy into a round ball to toss at opponents. It is its strongest attack. In order to use it, press the B to charge the attack, and B again to release the attack. The player can save the charge by pushing the shield button or left or right on the control stick. Mewtwo can even charge this in the air, and even when it's fully charged, Mewtwo will still continue to 'charge' it until the player releases it or moves. The charge does electric damage an traps an opponent upon contact. Once fired, the ball will travel in an erratic fashion, which may cause it to miss its target entirely. A fully charged Shadow Ball does 25% damage, deals great knockback, and it explodes on contact with a surface.

The move has a considerable amount of recoil, especially when used in mid-air, so one must be careful not to use it too close to the edge. The recoil causes Mewtwo to slide back about half the length of Flat Zone when it performs this move in midair but lands before the animation is complete.

Side B

Confusion:Mewtwo psychokinetically whirls the opponent in front of it around and lets the opponent land clumsily on the ground, doing some minor damage in the process. This is widely considered a very impractical move for its lack of a really damaging or disrupting effect, and the opponent usually recovers from the tumble animation before Mewtwo recovers from its attack animation. Confusion is able to reverse projectiles, however, a reversed projectile is still considered the "property" of the original character and thus is unable to harm the projectile's original owner. Also, Confusion can be used on the ground to completely stop momentum or in the air to add a small upward force to the rising animation or used to stall (once and then must touch the ground first) while recovering.

Up B

His Teleport makes him quickly vanish and reappear in a different location, depending on how the user tilts the control stick. If it teleports into the air, it will fall in a helpless animation. When used quick enough on the ground, it can be used in place of a dodge, side step, or rolling, as there is less lag time and it throws the opponent off. The only way to travel faster with Mewtwo is its Wavedash. This third jump, along with its other normal two jumps, allows for Mewtwo's superbly long and safe recovery. Teleport also passes through attacks. However, this attack does not cause any damage to the opponent.

Down B

Disable:Mewtwo shoots out a short beam from its eyes in front of it, and any opponent right in front of Mewtwo that is facing it will be dazed for a short period. If the move is performed whilst the character is already dazed, he or she will fly off taking 1% damage, but will recover when they land. The disable will also send foes flying anytime they are in either a dazed state from say a shield break or in an aerial tumble. This adds new knockback such as dtilt to disable, or downthrow to disable.

For a better use, wavedashing into it or jump canceling it, allows the player to keep their momentum and reach opponents. Also of note is that the effect of the stun will last longer the higher the foe's damage.

Combos & gameplay

Versus fast fallers

Fast fallers are the easiest characters to combo in the game, including, but not limited to, Fox, Falco, Captain Falcon, and in some cases Roy. A lot of combos carry over and work on most of the characters in this category. Some basic setups for these characters follows:

  • Down tilt
  • A down tilt can start up many combos at varying percentages against fast fallers. It combos into more downtilts and then into grabs. Usually, the player can get in two downtilts and follow up with a grab at low damage percentages. At higher percentages, it can set up for aerials.
  • Up tilt
  • An up tilt is an awkward but effective setup. It's generally used to interrupt an aerial attack, but it, like the downtilt, can combo into itself. It sets up nicely for aerial attacks.
  • Up throw
  • Although mostly effective against Fox and Falco, this usually leads to juggles at low percentages.
  • Down throw
  • While never providing any "true" combos, this will set up for combos if the opponent DI's incorrectly. If they DI toward the player, then they can grab them again, or begin a downtilt assault into a grab. If they DI properly, the player still has the option of tech chasing, something that Mewtwo is very capable of due to its excellent wavedash.
  • Forward aerial
  • The Mewtwo standard juggle for fast fallers, and one of many Mewtwo players' favorite move. This sets up for multiple forward aerials at low percentages and at least two forward aerial at moderate percentages. It also sets up for up aerials, or tilts if the player performs it close to the ground or perform an instant DJC.
  • Up aerial
  • Another great juggling aerial. Often underrated due to Mewtwo's forward aerial, but in a lot of situations it's better. Combos into itself and other aerials with ease.


Down throw

  • Down throw + down tilt + forward smash- a basic but useful combo, has some connection issues at higher %s
  • Down throw + forward smash - a more useful combo at nearly any percent.
  • Down throw + down smash - a combo most CPU Mewtwo like to use, it is reliable.



Serious Advantage Match-ups


Advantage Match-ups

DK, Zelda, Roy, Ness, Bowser, Kirby, Pichu

Fair Match-ups


Disadvantage Match-ups

Puff, Sheik, IC, Doc, Samus, Pikachu, Mario, Luigi, Link, Y.Link, G&W

Serious Disadvantage Match-ups

Fox, Falco, Marth, Peach, C.Falcon, Ganon